| Commit message (Collapse) | Author | Age | Files | Lines |
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According to documentation, if the argument of std::exp is zero, one is returned.
However we want the return value to be also zero in this case so no audio is played.
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video_core: Replace gl_shader_decompiler with an IR based decompiler
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Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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frontend: Refactor ScopeAcquireWindowContext out of renderer_opengl.
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Commercial games assume that this value is 1 but they never set it. On
the other hand nouveau manually sets this register. On
ConfigureFramebuffers we were asserting for what we are actually
implementing (according to envytools).
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yuzu/configuration: Remove unnecessary inclusions where applicable
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Allows removing the inclusion of the main input common header from the
UI config header.
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QT Frontend: Add a Loading screen with progressbar
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With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
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gl_rasterizer_cache: Use dirty flags for framebuffers
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gl_rasterizer: Use DSA for VAOs and buffers
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There is a bug on Intel's blob driver where it fails to properly build a
vertex array object if it's not bound even after creating it with
glCreateVertexArrays. This workaround binds it after creating it to
bypass the issue.
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yuzu/configuration/configure_web: Amend verification string
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'this' isn't actually used within the lambda, since what we need
from the class is already assigned within the capture section of
the lambda.
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It's a common UI pattern to use an ellipsis to indicate an ongoing
action, rather than just specifying the word by itself.
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loader: Add getters for application banner and logo
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yuzu/web_browser: Minor cleanup
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Gets rid of a few indirect inclusions.
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This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
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Avoids the need to potentially reallocate the contained callbacks.
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These currently aren't used by anything other than the QtWebBrowser
class itself, and can be made private.
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gl_rasterizer: Silent unsafe mix warning
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This isn't used at all, so we can just get rid of it.
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game_list: Remove a reference of a reference
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settings: Add support for setting the RTC manually
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Stored as signed seconds since epoch.
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applets: Implement HLE web browser applet (LibAppletOff)
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Using a custom reimplementation of QWebEngineView and an injector script.
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Needed for manual RomFS extraction, as Full generates an extra directory and Truncated generates variable results.
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gl_shader_cache: Use dirty flags for shaders
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service/vi: Unstub IApplicationDisplayService's SetLayerScalingMode
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These values are not equivalent, based off RE. The internal value is put
into a lookup table with the following values:
[3, 0, 1, 2, 4]
So the values absolutely do not map 1:1 like the comment was indicating.
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Avoids entangling the IPC buffer appending with the actual operation of
converting the scaling values over. This also inserts the proper error
handling for invalid scaling values.
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This appears to only check if the scaling mode can actually be
handled, rather than actually setting the scaling mode for the layer.
This implements the same error handling performed on the passed in
values.
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qt: Move profile manager to own UI tab
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gl_rasterizer_cache: Use GL_STREAM_COPY for PBOs
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Since the data is doing the path CPU -> GPU -> GPU copy is the most
approximate hint. Using GL_STREAM_DRAW generated a performance warning
on Nvidia's stack. Changing this hint removed the warning.
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service/vi: Correct reported dimensions from IApplicationDisplayService's GetDisplayResolution()
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Within the actual service, it makes no distinguishing between docked and
undocked modes. This will always return the constants values reporting
1280x720 as the dimensions.
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Return no application area when games try to open an application area
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This will prompt CreateApplicationArea
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Proper no message handling for AM::PopMessage
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When we have no messages, we should be returning an error code.
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Pulse is considered a hack and nothing should be using it. We should completely remove it
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service/vi: Minor updates and corrections to the DisplayInfo struct
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Based off RE, it appears that almost all display types seem to use
1920x1080 except for a few (null display, edid display).
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It appears that the two members indicate whether a display has a bounded
number of layers (and if set, the second member indicates the total
number of layers).
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Upon investigating the issue with #1878, I found that games are the ones who handle the vsync event resetting and not us.
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service/vi: Implement OpenDefaultDisplay in terms of OpenDisplay
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Internally within the vi services, this is essentially all that
OpenDefaultDisplay does, so it's trivial to just do the same, and
forward the default display string into the function.
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service/vi: Implement SetDisplayEnabled()
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This IPC command is simply a stub inside the actual service itself, and
just returns a successful error code regardless of input. This is likely
only retained in the service interface to not break older code that relied
upon it succeeding in some way.
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qt: Add setting to prompt for user on game boot
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Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
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qt: Use ProfileSelectionDialog when selecting user for save data
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This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
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service/vi: Log more information where applicable
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In many cases, we didn't bother to log out any of the popped data
members. This logs them out to the console within the logging call to
provide more contextual information.
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gl_rasterizer_cache: Texture view if shader samples array but OGL is not
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When a shader samples a texture array but that texture in OpenGL is
created without layers, use a texture view to increase the texture
hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a
GL_TEXTURE_2D_ARRAY view.
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Port citra-emu/citra#4187: "Qt/Configure: Use sidebar to divide tabs into smaller groups"
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yuzu: Fix truncation warnings within UI code
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The QPixmap API expects an unsigned int.
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Gets rid of a few unnecessary header dependencies in some source files.
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arm_interface: Minor cleanup
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Makes it consistent with the rest of the includes.
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This function doesn't modify instance state, so it can be made const.
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Two of these variables have fixed values, so we can make that
immediately obvious from the get-go.
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Namespaces don't require the use of a semicolon. Silences a -Wextra-semi
warning.
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This is a bounds check to ensure that the thread priority is within the
valid range of 0-64. If it exceeds 64, that doesn't necessarily mean
that an actual priority of 64 was expected (it actually means whoever
called the function screwed up their math).
Instead clarify the message to indicate the allowed range of thread
priorities.
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Now that we handle the kernel capability descriptors we can correct
CreateThread to properly check against the core and priority masks
like the actual kernel does.
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Makes them consistent with their kernel capability counterparts.
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Rather than use a switch here, this can be collapsed into a simple range
check, which is a little easier on the eyes.
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kernel/process: Start the main thread using the specified ideal core
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This matches kernel behavior in that processes are started using their
specified ideal core, rather than always starting on core 0.
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This makes the naming more closely match its meaning. It's just a
preferred core, not a required default core. This also makes the usages
of this term consistent across the thread and process implementations.
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This function isn't a general purpose function that should be exposed to
everything, given it's specific to initializing the main thread for a
Process instance.
Given that, it's a tad bit more sensible to place this within
process.cpp, which keeps it visible only to the code that actually needs
it.
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Print backtrace on svcBreak
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Added to both dynarmic and unicorn
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When we get an svcBreak we get a backtrace now
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service/time: Minor cleanup
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Moves some variables closer to their actual usage sites.
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- Fixes UI rendering issues in The Legend of Zelda: Breath of the Wild.
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audio_core: Convert LOG_CRITICAL + UNREACHABLE over to UNIMPLEMENTED/UNIMPLEMENTED_MSG
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These two macros being used in tandem were used prior to the
introduction of UNIMPLEMENTED and UNIMPLEMENTED_MSG. This provides
equivalent behavior, just with less typing/reading involved.
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file_sys/program_metadata: Print out more descriptive address space descriptions
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Provides extra information that makes it easier to tell if an executable
being run is using a 36-bit address space or a 39-bit address space.
While we don't support AArch32 executables yet, this also puts in
distinguishing information for the 32-bit address space types as well.
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In all cases that these functions are needed, the VMManager can just be
retrieved and used instead of providing the same functions in Process'
interface.
This also makes it a little nicer dependency-wise, since it gets rid of
cases where the VMManager interface was being used, and then switched
over to using the interface for a Process instance. Instead, it makes
all accesses uniform and uses the VMManager instance for all necessary
tasks.
All the basic memory mapping functions did was forward to the Process'
VMManager instance anyways.
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kernel: Handle kernel capability descriptors
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While we're at it, we can also toss out the leftover capability parsing
from Citra.
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This just specifies the handle table size. There's also a section of
reserved bits that are checked against.
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Similar to the service capability flags, however, we currently don't
emulate the GIC, so this currently handles all interrupts as being valid
for the time being.
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Handles the priority mask and core mask flags to allow building up the
masks to determine the usable thread priorities and cores for a kernel
process instance.
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We've had the old kernel capability parser from Citra, however, this is
unused code and doesn't actually map to how the kernel on the Switch
does it. This introduces the basic functional skeleton for parsing
process capabilities.
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Improve Zero flag implementation
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hid: Fix SetNpadJoyHoldType and improve logging.
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npad: Remove code to invert input in horizontal mode.
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- This was incorrect, the game appears to handle this for us.
- Fixes horizontal mode with Puyo Puyo Tetris and Super Mario Odyssey.
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kernel/vm_manager: Reset region attributes when unmapping a VMA
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Like the other members related to memory regions, the attributes need to
be reset back to their defaults as well.
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These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
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This stores a file in the save directory called '.yuzu_save_size' which stores the two save sizes (normal area and journaled area) sequentially as u64s.
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Serves no actual purpose in this instance besides making NACP's copy assignment deleted, which is not intended behavior.
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Allows these functions to compile when T is not u8.
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renderer_opengl: Correct forward declaration of FramebufferLayout
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This is actually a struct, not a class, which can lead to compilation
warnings.
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configure_per_general: Mark UI strings as translatable in the constructor
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These are user-facing strings, so they should be translatable.
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Calling tr() from a file-scope array isn't advisable, since it can be
executed before the Qt libraries are even fully initialized, which can
lead to crashes.
Instead, the translatable strings should be annotated, and the tr()
function should be called at the string's usage site.
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* Fixed shader linking error due to TLDS
coord should be coords
* Fix remaining coords
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svc: Implement SetThreadActivity (thread suspension)
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Port citra-emu/citra#4164: "citra_qt, video_core: Screenshot functionality"
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Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
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common/quaternion: Ensure that w is always initialized
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Previously xyz was always being zero initialized due to its constructor,
but w wasn't. Ensures that we always have a deterministic initial state.
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am: Implement HLE profile selector applet
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Fixes bugs relating to signalling in software keyboard.
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Presents profiles in a list, similar to switch.
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Allows the player to select an emulated profile.
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Responsible for selecting a profile and firing callback upon completion.
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Previously, ILibraryAppletAccessor would signal upon creation of any applet, but this is incorrect. A flag inside of the applet code determines whether or not creation should signal state change and swkbd happens to be one of these applets.
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configure_input: Add Controller Setup Profiles and simplify input UI
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Greatly simplifies the current input UI, while still allowing power users to tweak advanced settings. Adds 'input profiles', which are easy autoconfigurations to make getting started easy and fast. Also has a custom option which brings up the current, full UI.
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Fixed uninitialized memory due to missing returns in canary
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Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
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Texture format fixes for RGBA16UI for copies and R16U when used as depth
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kernel/{process, thread}: Amend behavior related to IDs
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If a thread handle is passed to svcGetProcessId, the kernel attempts to
access the process ID via the thread's instance's owning process.
Technically, this function should also be handling the kernel debug
objects as well, however we currently don't handle those kernel objects
yet, so I've left a note via a comment about it to remind myself when
implementing it in the future.
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Starts the process ID counter off at 81, which is what the kernel itself
checks against internally when creating processes. It's actually
supposed to panic if the PID is less than 81 for a userland process.
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The service call uses a 64-bit value, just like svcGetProcessId. This
amends the function signature accordingly.
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The kernel uses a 64-bit value for the thread ID, so we shouldn't be
using a 32-bit value.
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svcGetProcessId's out parameter is a pointer to a 64-bit value, not a
32-bit one.
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In the actual kernel, this is a 64-bit value, so we shouldn't be using a
32-bit type to handle it.
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service/am: Unstub GetAppletResourceUserId
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This is supposed to return the current process' ID. (0 indicates an
invalid ID for both process IDs and ARU IDs).
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Device handle should not be a random id, instead it's the current npad id
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Found during hardware testing
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Fix arrayed texture LOD selection and depth comparison ordering
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service/sm: Improve debug log for RegisterService
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Now it also indicates the name and max session count. This also gives a
name to the unknown bool. This indicates if the created port is supposed
to be using light handles or regular handles internally. This is passed
to the respective svcCreatePort parameter internally.
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kernel/svc: Implement svcSetMemoryAttribute
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With all the basic backing functionality implemented, we can now unstub
svcSetMemoryAttribute.
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This puts the backing functionality for svcSetMemoryAttribute in place,
which will be utilized in a following change.
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This is shorter and more concise. This also removes the now-innaccurate
comment, as it's not returned wholesale to svcQueryMemory anymore.
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Adds the barebones enumeration constants and functions in place to
handle memory attributes, while also essentially leaving the attribute
itself non-functional.
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kernel/thread: Set default fpcr
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arm_dynarmic: Set CNTFRQ value
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shader_bytecode: Fixup half float's operator B encoding
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applets: Correct usage of SignalStateChanged event
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This was causing some games (most notably Pokemon Quest) to softlock due to an event being fired when not supposed to. This also removes a hack wherein we were firing the state changed event when the game retrieves it, which is incorrect.
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Implement postfactor multiplication/division for fmul instructions
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nvhost_gpu: Skip empty GPU command lists.
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Fix Service object leak on emulation stop
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Services created with the ServiceFramework base class install themselves as HleHandlers with an owning shared_ptr in the ServerPort ServiceFrameworkBase::port member variable, creating a cyclic ownership between ServiceFrameworkBase and the ServerPort, preventing deletion of the service objects.
Fix that by removing the ServiceFrameworkBase::port member because that was only used to detect multiple attempts at installing a port. Instead store a flag if the port was already installed to achieve the same functionality.
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svc: Implement yield types 0 and -1
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This will automatically occur anyway when PrepareReschedule is called
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audio_core: Make g_sink_details internally linked
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We can hide the direct array from external view and instead provide
functions to retrieve the necessary info. This has the benefit of
completely hiding the makeup of the SinkDetails structure from the rest
of the code.
Given that this makes the array hidden, we can also make the array
constexpr by altering the members slightly. This gets rid of several
static constructor calls related to std::vector and std::function.
Now we don't have heap allocations here that need to occur before the
program can even enter main(). It also has the benefit of saving a
little bit of heap space, but this doesn't matter too much, since the
savings in that regard are pretty tiny.
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vm_manager/svc: Modify MemoryState enum, and correct error handling for svcQueryMemory
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svcQueryProcessMemory is trivial to implement, given all the behavior
necessary for it is present, it just needs a handler for it.
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In the previous change, the memory writing was moved into the service
function itself, however it still had a problem, in that the entire
MemoryInfo structure wasn't being written out, only the first 32 bytes
of it were being written out. We still need to write out the trailing
two reference count members and zero out the padding bits.
Not doing this can result in wrong behavior in userland code in the following
scenario:
MemoryInfo info; // Put on the stack, not quaranteed to be zeroed out.
svcQueryMemory(&info, ...);
if (info.device_refcount == ...) // Whoops, uninitialized read.
This can also cause the wrong thing to happen if the user code uses
std::memcmp to compare the struct, with another one (questionable, but
allowed), as the padding bits are not guaranteed to be a deterministic
value. Note that the kernel itself also fully zeroes out the structure
before writing it out including the padding bits.
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Moves the memory writes directly into QueryProcessMemory instead of
letting the wrapper function do it. It would be inaccurate to allow the
handler to do it because there's cases where memory shouldn't even be
written to. For example, if the given process handle is invalid.
HOWEVER, if the memory writing is within the wrapper, then we have no
control over if these memory writes occur, meaning in an error case, 68
bytes of memory randomly get trashed with zeroes, 64 of those being
written to wherever the memory info address points to, and the remaining
4 being written wherever the page info address points to.
One solution in this case would be to just conditionally check within
the handler itself, but this is kind of smelly, given the handler
shouldn't be performing conditional behavior itself, it's a behavior of
the managed function. In other words, if you remove the handler from the
equation entirely, does the function still retain its proper behavior?
In this case, no.
Now, we don't potentially trash memory from this function if an invalid
query is performed.
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These should be swapped.
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The kernel returns a memory info instance with the base address set to
the end of the address space, and the size of said block as
0 - address_space_end, it doesn't set both of said members to zero.
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Gets rid of the need to directly access the managed VMAs outside of the
memory manager itself just for querying memory.
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Gets the two structures out of an unrelated header and places them with
the rest of the memory management code.
This also corrects the structures. PageInfo appears to only contain a
32-bit flags member, and the extra padding word in MemoryInfo isn't
necessary.
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Amends the MemoryState enum to use the same values like the actual
kernel does. Also provides the necessary operators to operate on them.
This will be necessary in the future for implementing
svcSetMemoryAttribute, as memory block state is checked before applying
the attribute.
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yuzu/wait_tree: Pass QString by value and std::move in the initializer list for WaitTreeText
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Just a trivial modernization that potentially avoids copying strings in certain scenarios.
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svc_wrap: Correct register index for a wrapper specialization
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This would result in svcSetMemoryAttribute getting the wrong value for
its third parameter. This is currently fine, given the service function
is stubbed, however this will be unstubbed in a future change, so this
needs to change.
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The Process object kept itself alive indefinitely because its handle_table
contains a SharedMemory object which owns a reference to the same Process object,
creating a circular ownership scenario.
Break that up by storing only a non-owning pointer in the SharedMemory object.
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fsp_srv: Implement IStorage::GetSize
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Takes no input and returns the size as a u64. Needed by Katamari Damacy Reroll to boot.
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gl_shader_cache: Resolve truncation compiler warning
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This constant is related to the size of the instruction.
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The previous code would cause a warning, as it was truncating size_t
(64-bit) to a u32 (32-bit) implicitly.
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patch_manager: Prevent use of a dangling pointer within PatchRomFS
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fmt::format() returns a std::string instance by value, so calling
.c_str() on it here is equivalent to doing:
auto* ptr = std::string{}.c_str();
The data being pointed to isn't guaranteed to actually be valid anymore
after that expression ends. Instead, we can just take the string as is,
and provide the necessary formatting parameters.
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Perf: Avoid (expensive) audio interpolation when sample rates already match
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gl_shader_decompiler: IPA fix FrontFacing.
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file_sys/directory: Amend path buffer size for directory entries
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The path buffer is actually 0x301 (769) characters in length, with the
extra character being intended for the null-terminator.
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patch_manager: Add support for disabling patches
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Port citra-emu/citra#4476: "web_service: move telemetry condition from TelemetrySession constructor to destructor"
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Fixes an issue where Testcases couldn't be sent when Telemetry was disabled, because both things are tied closely together in the backend.
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service/fsp_srv: Correct returned value in GetGlobalAccessLogMode()
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Based off RE, the backing code only ever seems to use 0-2 as the range
of values 1 being a generic log enable, with 2 indicating logging should
go to the SD card. These are used as a set of flags internally.
Given we only care about receiving the log in general, we can just
always signify that we want logging in general.
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file_sys/save_data_factory: Update SaveDataSpaceId enum
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Amends it with missing values deduced from RE (ProperSystem being from
SwitchBrew for naming)
(SdCardUser wasn't that difficult to discern given it's used alongside
SdCardSystem when creating the save data indexer, based off the usage of
the string "saveDataIxrDbSd" nearby).
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Implemented Shader Unique Identifiers
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kernel/process: Set ideal core from metadata
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A very trivial change. If metadata is available, the process should use
it to retrieve the desired core for the process to run on.
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savedata_factory: Add CacheStorage and delete TemporaryStorage on boot
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Mimics hardware behavior.
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vm_manager: Make vma_map private
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Given memory should always be expected to be valid during normal
execution, this should be a debug assertion, rather than a check in
regular builds.
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This was only ever public so that code could check whether or not a
handle was valid or not. Instead of exposing the object directly and
allowing external code to potentially mess with the map contents, we
just provide a member function that allows checking whether or not a
handle is valid.
This makes all member variables of the VMManager class private except
for the page table.
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gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize.
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service/ldr: Amend layouts of NRO and NRR headers
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The first word is just a padding byte, it's not an actual entry
instruction. Also renames the rest of the entries according to
SwitchBrew.
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The padding after the magic signature value should be 12 bytes rather
than 28 bytes. The other 16 should be placed after the title ID pattern.
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hle/service, hle/sm: Minor cleanup
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Combines the two into one, shortening the amount of code here.
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Only one usage of the specified objects made use of the lack of
namespacing. Given the low usage, we can just remove these.
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These auto-deduce the result based off its arguments, so there's no need
to do that work for the compiler, plus, the function return value itself
already indicates what we're returning.
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Gets rid of the need to keep the variables separate from their actual
initialization spots.
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Backport review comment from citra-emu/citra#4418
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Original reason:
As Windows multi-byte character codec is unspecified while we always assume std::string uses UTF-8 in our code base, this can output gibberish when the string contains non-ASCII characters. ::OutputDebugStringW combined with Common::UTF8ToUTF16W is preferred here.
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loaders: Make GetFileType() a const qualified member function
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Similarly, here we can avoid doing unnecessary work twice by retrieving
the file type only once and comparing it against relevant operands,
avoiding potential unnecessary object construction/destruction.
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While GetFileType() is indeed a getter function, that doesn't mean it's
a trivial function, given some case require reading from the data or
constructing other objects in the background. Instead, only do necessary
work once.
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No implementations actually modify instance state (and it would be
questionable to do that in the first place given the name), so we can
make this a const member function.
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configuration/config: Use an intermediary variable for accessing players
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Avoids typing the same long accessor just to retrieve player attributes.
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system_archive: Implement open source NgWord2
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kernel/svc: Correct behavior of svcResetSignal()
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While partially correct, this service call allows the retrieved event to
be null, as it also uses the same handle to check if it was referring to
a Process instance. The previous two changes put the necessary machinery
in place to allow for this, so we can simply call those member functions
here and be done with it.
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Process instances can be waited upon for state changes. This is also
utilized by svcResetSignal, which will be modified in an upcoming
change. This simply puts all of the WaitObject related machinery in
place.
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svcResetSignal relies on the event instance to have already been
signaled before attempting to reset it. If this isn't the case, then an
error code has to be returned.
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gl_rasterizer: Implement a framebuffer cache
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gl_shader_decompiler: Implement TEXS.F16
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system_archive: Use a regular function pointer instead of std::function for the file-scope system archive array
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We've already given the constant to the vector itself, so we don't need
to re-hardcode it in the array.
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This allows the array to be constexpr. std::function is also allowed to
allocate memory, which makes its constructor non-trivial, we definitely
don't want to have all of these execute at runtime, taking up time
before the application can actually load.
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service/ldr: Deduplicate instruction cache clearing code in LoadNro()
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We don't need to specify all of the ARM interfaces explicitly.
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Convert high-frequency LUT arrays from constexpr to static constexpr
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In some constexpr functions, msvc is building the LUT at runtime
(pushing each element onto the stack) out of an abundance of caution. Moving the
arrays into be file-scoped constexpr's avoids this and turns the functions into
simple look-ups as intended.
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file_sys: Implement open source system archives
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Allows using constexpr/static const data with VFS.
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yuzu/game_list_worker: Minor cleanup and code deduplication
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Avoids potentially allocating a std::string instance when it isn't
needed.
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Avoids duplicating the same code twice verbatim.
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We don't need to call out to our own file handling functions when we're
going to construct a QFileInfo instance right after it. We also don't
need to convert to a std::string again just to compare the file
extension.
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file_sys/registered_cache: Eliminate variable shadowing
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Also inverts if statements where applicable to allow unindenting code a
little bit.
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crypto/key_manager: Remove unused variable in GetTicketblob()
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This function simply does a handle table lookup for a writable event
instance identified by the given handle value. If a writable event
cannot be found for the given handle, then an invalid handle error is
returned. If a writable event is found, then it simply signals the
event, as one would expect.
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svcCreateEvent operates by creating both a readable and writable event
and then attempts to add both to the current process' handle table.
If adding either of the events to the handle table fails, then the
relevant error from the handle table is returned.
If adding the readable event after the writable event to the table
fails, then the writable event is removed from the handle table and the
relevant error from the handle table is returned.
Note that since we do not currently test resource limits, we don't check
the resource limit table yet.
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loader/{nro, nso}: Remove dependency on the System class
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Similar to the NRO changes, we can also pass the process explicitly as a
parameter from Load instead of indirecting through the System class.
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This simply acts as a forwarding function for the Load() function, so
this doesn't need to be directly exposed.
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Load() is already given the process instance as a parameter, so instead
of coupling the class to the System class, we can just forward that
parameter to LoadNro()
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kernel/object: Amend handle types to distinguish between readable and writable events
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Two kernel object should absolutely never have the same handle ID type.
This can cause incorrect behavior when it comes to retrieving object
types from the handle table. In this case it allows converting a
WritableEvent into a ReadableEvent and vice-versa, which is undefined
behavior, since the object types are not the same.
This also corrects ClearEvent() to check both kernel types like the
kernel itself does.
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* Rewrited TEX/TEXS (TEX Scalar).
* Style fixes.
* Styles issues.
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kernel/svc: Implement the resource limit svcGetInfo option
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Another hold-over from Citra.
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Allows a process to register the resource limit as part of its handle
table.
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Don't try to route PFIFO methods (0-0x40) to the other engines.
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This is a leftover from #1792
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svc: Reorganize svcGetInfo, handle more error cases for existing implemented info categories
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The kernel uses the handle table of the current process to retrieve the
process that should be used to retrieve certain information. To someone
not familiar with the kernel, this might raise the question of "Ok,
sounds nice, but doesn't this make it impossible to retrieve information
about the current process?".
No, it doesn't, because HandleTable instances in the kernel have the
notion of a "pseudo-handle", where certain values allow the kernel to
lookup objects outside of a given handle table. Currently, there's only
a pseudo-handle for the current process (0xFFFF8001) and a pseudo-handle
for the current thread (0xFFFF8000), so to retrieve the current process,
one would just pass 0xFFFF8001 into svcGetInfo.
The lookup itself in the handle table would be something like:
template <typename T>
T* Lookup(Handle handle) {
if (handle == PSEUDO_HANDLE_CURRENT_PROCESS) {
return CurrentProcess();
}
if (handle == PSUEDO_HANDLE_CURRENT_THREAD) {
return CurrentThread();
}
return static_cast<T*>(&objects[handle]);
}
which, as is shown, allows accessing the current process or current
thread, even if those two objects aren't actually within the HandleTable
instance.
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Our implementation of svcGetInfo was slightly incorrect in that we
weren't doing proper error checking everywhere. Instead, reorganize it
to be similar to how the kernel seems to do it.
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yuzu/configuration: Minor clean-up related changes
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These slots are only ever attached to event handling mechanisms within
the class itself, they're never used externally. Because of this, we can
make the functions private.
This also removes redundant usages of the private access specifier.
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Resolves trivial compiler warnings.
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The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
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filesystem: De-globalize registered_cache_union
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We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.
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gl_shader_decompiler: Introduce a scoped object and style changes
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kernel: Divide Event into ReadableEvent and WritableEvent
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Used to store ReadableEvents of all events on the system.
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More hardware accurate. On the actual system, there is a differentiation between the signaler and signalee, they form a client/server relationship much like ServerPort and ClientPort.
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service/fsp_srv: Implement CleanDirectoryRecursively
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Ensures that read only indeed means read only.
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This is the same behavior-wise as DeleteDirectoryRecursively, with the
only difference being that it doesn't delete the top level directory in
the hierarchy, so given:
root_dir/
- some_dir/
- File.txt
- OtherFile.txt
The end result is just:
root_dir/
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service/audio/audout_u: Amend constructor initialization list order
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Orders the constructor initializer list the same way the members of the
class are declared. Prevents -Wreorder warnings
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Fixed crash with SetNpadMode
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fixed crash due to handheld
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Updates the function table for IClientEpSession based off information
provided by SwitchBrew.
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Updates the function table according to information provided by
SwitchBrew.
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gl_rasterizer: Enable clip distances when set in register and in shader
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gl_shader_manager: Update pipeline when programs have changed
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video_core: Minor style changes
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gl_rasterizer_cache: Fix several surface copy issues.
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- Fixes issues with Breath of the Wild with use_accurate_gpu_emulation setting.
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- BlitSurface with different texture targets is inherently broken.
- When target is the same, we can just use FastCopySurface.
- Fixes rendering issues with Breath of the Wild.
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UI: Remove border from Game List
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Services/VI: Dereferencing an uninitialized std::optional is undefined behavior.
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Assert that it is not empty before using it in the DequeueBuffer wait callback.
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A non-existent parameter was left in some formatting calls (the logging
macro for which only does anything meaningful on debug builds)
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This code was around prior to the introduction of PushEnum, so convert
it over so we don't need to cast here.
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|/ / / / /
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This function simply converts a given index into a language code.
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Uncheck automatically joycons docked when docked mode is enable
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when docked mode is enable
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Changed logging to be "Log before execution", Added more error logging, all services/svc should now log on some level
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Fix clip distance and viewport
|
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Add Depth Clamp Support
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npad: Use NPadIdToIndex to prevent invalid array access
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gpu: Rewrite GPU command list processing with DmaPusher class.
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- More accurate impl., fixes Undertale (among other games).
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Texture decoder: Implemented Tile Width Spacing
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file_sys/registered_cache: Use regular const references instead of std::shared_ptr for InstallEntry()
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These parameters don't need to utilize a shared lifecycle directly in
the interface. Instead, the caller should provide a regular reference
for the function to use. This also allows the type system to flag
attempts to pass nullptr and makes it more generic, since it can now be
used in contexts where a shared_ptr isn't being used (in other words, we
don't constrain the usage of the interface to a particular mode of
memory management).
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yuzu/input: Minor changes
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Prevents compiler warnings related to truncation when invoking the
dialog. It's also extremely suspect to use a u8 value here instead of a
more general type to begin with.
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This doesn't depend on any part of the private interface, so it can be
made a non-member internal function.
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std::bind is the pre-C++11 way of doing this.
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Orders the elements the way they would actually be initialized in.
Resolves compiler warnings with gcc and clang
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The common pattern is to put the data members after the function
interface where applicable.
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profile_manager: Save and load ProfileData from disk
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The ProfileData is a 0x80-sized structure that stores various pieces of miscellaneous data for the account.
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control_metadata: Correct typo in language name (Portugese -> Portuguese)
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While we're at it, organize the array linearly, since clang formats the
array elements quite wide length-wise with the addition of the missing
'u'.
Technically also fixes patch lookup and icon lookup with Portuguese,
though I doubt anyone has actually run into this issue.
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On invalidating the streaming buffer, we need to reupload all vertex buffers.
But we don't need to reconfigure the vertex format.
This was a (silly) misstake in #1723.
Thanks at Rodrigo for discovering the issue.
Fun fact, as configuring the vertex format also invalidate the vertex buffer,
this misstake had no affect on the behavior.
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morton: Fixup compiler warning
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gdbstub: Silence value truncation warning within FpuWrite()
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Previously this would cause an implicit truncation warning about
assigning a u64 value to a u32 value without an explicit cast.
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svc: Implement svcCreateResourceLimit, svcGetResourceLimitCurrentValue(), svcGetResourceLimitLimitValue(), and svcSetResourceLimitLimitValue()
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The opposite of the getter functions, this function sets the limit value
for a particular ResourceLimit resource category, with the restriction
that the new limit value must be equal to or greater than the current
resource value. If this is violated, then ERR_INVALID_STATE is returned.
e.g.
Assume:
current[Events] = 10;
limit[Events] = 20;
a call to this service function lowering the limit value to 10 would be
fine, however, attempting to lower it to 9 in this case would cause an
invalid state error.
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This kernel service function is essentially the exact same as
svcGetResourceLimitLimitValue(), with the only difference being that it
retrieves the current value for a given resource category using the
provided resource limit handle, rather than retrieving the limiting
value of that resource limit instance.
Given these are exactly the same and only differ on returned values, we
can extract the existing code for svcGetResourceLimitLimitValue() to
handle both values.
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This kernel service function retrieves the maximum allowable value for
a provided resource category for a given resource limit instance. Given
we already have the functionality added to the resource limit instance
itself, it's sufficient to just hook it up.
The error scenarios for this are:
1. If an invalid resource category type is provided, then ERR_INVALID_ENUM is returned.
2. If an invalid handle is provided, then ERR_INVALID_HANDLE is returned (bad thing goes in, bad thing goes out, as one would expect).
If neither of the above error cases occur, then the out parameter is
provided with the maximum limit value for the given category and success
is returned.
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This function simply creates a ResourceLimit instance and attempts to
create a handle for it within the current process' handle table. If the
kernal fails to either create the ResourceLimit instance or create a
handle for the ResourceLimit instance, it returns a failure code
(OUT_OF_RESOURCE, and HANDLE_TABLE_FULL respectively). Finally, it exits
by providing the output parameter with the handle value for the
ResourceLimit instance and returning that it was successful.
Note: We do not return OUT_OF_RESOURCE because, if yuzu runs out of
available memory, then new will currently throw. We *could* allocate the
kernel instance with std::nothrow, however this would be inconsistent
with how all other kernel objects are currently allocated.
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Add support for viewport_transfom_enable register
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gl_rasterizer: Skip VB upload if the state is clean.
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* GPU States: Implement Polygon Offset. This is used in SMO all the time.
* Clang Format fixes.
* Initialize polygon_offset in the constructor.
|
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Implemented BRA CC conditional and FSET CC Setting
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|/| | | | | | | |
gl_shader_decompiler: Implement S2R's Y_DIRECTION
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gl_shader_decompiler: Implement BFI_IMM_R
|
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service/sm: Take std::string by const reference in UnregisterService
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Avoids the need to create a copy of the std::string instance
(potentially allocating).
The only reason RegisterService takes its argument by value is because
it's std::moved internally.
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gl_shader_decompiler: Implement R2P_IMM
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Fixed Coordinate Encodings in TEX and TEXS instructions
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gl_shader_decompiler: Implement clip distances
|
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video_core: Move morton functions out of gl_rasterizer_cache
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nvdrv: Implement/stub DumpGraphicsMemoryInfo and GetStatus.
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- Used by Undertale.
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memory_manager: Do not allow 0 to be a valid GPUVAddr.
|
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| | | | | | | | | |
- Fixes a bug with Undertale using 0 for a render target.
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sm: Implement RegisterService and UnregisterService
|
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These are needed by Edizon to boot. They are used to see if a user is using SX OS, as SX OS registers a custom service called 'tx' and attempting to register a service of the same name lets the application know if it is present.
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filesystem: Clear registered union paths on factory creation
|
| | |_|_|_|_|_|_|_|/
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Update OpenGL's backend version from 3.3 to 4.3
|
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Add support for clear_flags register
|
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GDBStub Improvements
|
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- Add FPU support
- Fix access to TLS
Fix clang-format.
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Report resolution scaling support for vi and am
|
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Specifying an internal resolution in yuzu now will report the scaled changes to vi and am.
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patch_manager: Add support for applying LayeredFS patches to ExeFS
|
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The decision was made to name them LayeredExeFS instead of just LayeredFS to differentiate from normal RomFS-based mods. The name may be long/unweildy, but conveys the meaning well.
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This will scan the <mod>/exefs dir for all files and then layer those on top of the game's exefs and use this as the new exefs. This allows for overriding of the compressed NSOs or adding new files. This does use the same dir as IPS/IPSwitch patch, but since the loader will not look for those they are ignored.
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When enabled, all exefs(es) will be copied to yuzu/dump/<title_id>/exefs.
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gl_shader_decompiler: Rename cc to condition code and name internal flags
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shader_cache: Only lock covered instructions.
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software_keyboard: Minor changes
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Uses Qt's built-in interface instead of rolling our own separate one on
top of it. This also fixes a bug in reject() where we were calling
accept() instead of reject().
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std::function instances can potentially allocate. std::moveing them
prevents an avoidable allocation in that case.
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These aren't required to be public.
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applets: Add StubApplet and use it as fallback when AppletId is not implemented
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This will log all data it receives, log all calls to its methods and push dummy data into both channels on execution.
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core: Relocate CPU core management to its own class
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Keeps the CPU-specific behavior from being spread throughout the main
System class. This will also act as the home to contain member functions
that perform operations on all cores. The reason for this being that the
following pattern is sort of prevalent throughout sections of the
codebase:
If clearing the instruction cache for all 4 cores is necessary:
Core::System::GetInstance().ArmInterface(0).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(1).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(2).ClearInstructionCache();
Core::System::GetInstance().ArmInterface(3).ClearInstructionCache();
This is kind of... well, silly to copy around whenever it's needed.
especially when it can be reduced down to a single line.
This change also puts the basics in place to begin "ungrafting" all of the
forwarding member functions from the System class that are used to
access CPU state or invoke CPU-specific behavior. As such, this change
itself makes no changes to the direct external interface of System. This
will be covered by another changeset.
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common/thread: Minor cleanup
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This is inconsistent with our coding style.
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While admirable as a means to ensure immutability, this has the
unfortunate downside of making the class non-movable. std::move cannot
actually perform a move operation if the provided operand has const data
members (std::move acts as an operation to "slide" resources out of an
object instance). Given Barrier contains move-only types such as
std::mutex, this can lead to confusing error messages if an object ever
contained a Barrier instance and said object was attempted to be moved.
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Simplifies the constructor interfaces for Barrier and Event classes.
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Keeps the non-member interface in one spot instead of split into two
places, making it nicer to locate functions.
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This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
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This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
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* Added predicate comparison LessEqualWithNan
* oops
* Clang fix
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gl_shader_decompiler: Fix register overwriting on texture calls
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Properly Implemented TXQ Instruction
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nvhost_ctrl_gpu: Implement IoctlGetGpuTime.
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- Used by Undertale.
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Prevents memory exceptions when the debug pad is enabled.
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maxwell_3d: Implement alternate blend equations.
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- Used by Undertale.
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audout_u: Add support for multiple IAudioOut streams.
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- Used by Undertale.
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macro_interpreter: Implement AddWithCarry and SubtractWithBorrow.
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- Used by Undertale.
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Implemented Fast Layered Copy
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common: Remove bit_set.h
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This is an analog of BitSet from Dolphin that was introduced to allow
iterating over a set of bits. Given it's currently unused, and given
that std::bitset exists, we can remove this. If it's ever needed in the
future it can be brought back.
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kernel/handle_table: Minor changes
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These don't depend on class state, and are effectively implementation
details, so they can go into the cpp file .
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The previous handle table size is a holdover from Citra. The actual
handle table construct on Horizon only allows for a maximum of 1024
entries.
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We don't need to potentially inline the teardown logic of all of the
handle instances.
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Use default values for unknown framebuffer pixel format
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gl_shader_decompiler: Use UNIMPLEMENTED when applicable
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am/applets: Minor cleanup
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The accessor should be doing just that, accessing, rather than retaining
the lifetime of the data broker as well.
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Also resolve places where includes should have been provided, but
weren't.
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Avoids wonky wrapping and makes it nicer to read.
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gl_shader_decompiler: Remove UNREACHABLE when setting RZ
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common/math_util: Minor cleanup
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Gets rid of the need to use typename to access the ::type alias.
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Allows objects that contain rectangle instances to be constexpr
constructible as well.
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const/constexpr variables have internal linkage by default.
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This hasn't been used since the project started, so we may as well get
rid of it to keep it from bit rotting.
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Xbyak is currently entirely unused. Rather than carting it along, remove
it and get rid of a dependency. If it's ever needed in the future, then
it can be re-added (and likely be more up to date at that point in
time).
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maxwell_3d: Initialize rasterizer color mask registers as enabled.
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- Fixes rendering regression with Sonic Mania.
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The interface for shared memory was changed, but another commit was
merged that relied on the (previously public) internals of SharedMemory.
This amends that discrepancy.
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kernel/shared_memory: Make data members private, plus minor interface changes
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Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
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Given this doesn't mutate instance state, we can provide a
const-qualified variant as well.
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Keeps the interface consistent with the regular Create() function.
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Makes the interface nicer to use in terms of 64-bit code, as it makes it
less likely for one to get truncation warnings (and also makes sense in
the context of the rest of the interface where 64-bit types are used for
sizes and offsets
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Rather than allow unfettered access to the class internals, we hide all
members by default and create and API that other code can operate
against.
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ldr: Clean up error codes
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The separate enum isn't particularly necessary here, and the values can
just be directly put into the ResultCode instances, given the names are
also self-documenting here.
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kernel/process: Move <random> include to the cpp file
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<random> isn't necesary directly within the header and can be placed in
the cpp file where its needed. Avoids propagating random generation
utilities via a header file.
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common/assert: Make the UNIMPLEMENTED macro properly assert
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Currently, there's no way to specify if an assertion should
conditionally occur due to unimplemented behavior. This is useful when
something is only partially implemented (e.g. due to ongoing RE work).
In particular, this would be useful within the graphics code.
The rationale behind this is it allows a dev to disable unimplemented
feature assertions (which can occur in an unrelated work area), while
still enabling regular assertions, which act as behavior guards for
conditions or states which must not occur. Previously, the only way a
dev could temporarily disable asserts, was to disable the regular
assertion macros, which has the downside of also disabling, well, the
regular assertions which hold more sanitizing value, as opposed to
unimplemented feature assertions.
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Currently, this was only performing a logging call, which doesn't
actually invoke any assertion behavior. This is unlike
UNIMPLEMENTED_MSG, which *does* assert.
This makes the expected behavior uniform across both macros.
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Fills out the struct according to information provided by SwitchBrew
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am: Implement HLE software keyboard applet
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This cleans up most of the callbacks and such in the Applets::Applet interface, while also properly implementing all four data channels.
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a
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Allows the game to verify and send a message to the frontend.
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Allows using Qt provider over default.
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Allows use of software keyboard applet and future applets to be easily added by adding enum ID and a switch case.
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Implements all of the features of the keyboard, including length, default text, character validation, and UTF-16 character support.
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Provides a middleman between the Frontend provider class and the expected AM::Applets::Applet class needed by ILibraryAppletAccessor
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Default implementation will return "yuzu" for any string. GUI clients (or CLI) can implement the Frontend::SoftwareKeyboardApplet class and register an instance to provide functionality.
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Adds an Initialize and Execute methods which are used by the ILibraryAppletAccessor to start and control the applet.
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Now starts the applet provided in constructor.
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Used by software keyboard applet for data transfer.
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std::stack was no longer suitable for non-trivial operations
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Needs to be accessible by applet files.
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Writes to an AM::IStorage object through an IStorageAccessor will now be preserved once the accessor is destroyed.
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Creates an AM::IStorage object with the contents of the transfer memory located at the handle provided.
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Needed as most all software keyboard functions use fixed-length UTF16 string buffers.
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Seems to be used and created identically to SharedMemory, so just reuse that.
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lm: Implement SetDestination by doing nothing
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This service function was likely intended to be a way to redirect where
the output of a log went. e.g. Firing a log over a network, dumping over
a tunneling session, etc.
Given we always want to see the log and not change its output. It's one
of the lucky service functions where the easiest implementation is to
just do nothing at all and return success.
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Cleans out the citra/3DS-specific implementation details that don't
apply to the Switch. Sets the stage for implementing ResourceLimit
instances properly.
While we're at it, remove the erroneous checks within CreateThread() and
SetThreadPriority(). While these are indeed checked in some capacity,
they are not checked via a ResourceLimit instance.
In the process of moving out Citra-specifics, this also replaces the
system ResourceLimit instance's values with ones from the Switch.
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Handles button configuration for all controller layouts and debug pads. Configurable at construction.
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This allows adjusting the finger, diameter, and angle of the emulated touchscreen. It also provides a warning to the user about what changing these parameters can do.
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Supports setting the five mouse buttons to any valid controller button/keyboard key (Left, Right, Middle, Foward, Back)
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This moves the actual button configuration to a separate dialog and only has the enabled and type controls in the tab.
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Including finger ID, diamater x/y, and angle. Additionally, checks if the touchscreen is enabled.
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Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
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Defaults to full keyboard for keyboard -- It did not seem to be necessary to make the keyboard configurable (besides enabled/disabled).
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Uses the PlayerInput struct to represent all of the data that constitutes a player.
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textures/decoders: Replace magic numbers
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Missing ogl states
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only enable color mask for the first framebuffer id independent blending is disabled
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game_list: Only reload game list after relevant settings changed
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Prevents unnecessary reloads on every configuration operation.
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ldr_ro: Complete LDR:RO implementation
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Includes actual unmapping and address error checking.
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Includes NRO and BSS error checking, maximum loaded NRO check, NRR hash check, and proper remapping of BSS data.
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Includes initialization check, proper address check, alignment check, and actual unloading of a loaded NRR.
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Includes parameter error checking, hash enforcement, initialization check, and max NRR load check.
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Credits to Subv
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Fixes unmapped spam in SMP and buffer size errors in some other games
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Implemented CalculateStandardUserSystemClockDifferenceByUser
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Seems pokemon calls this sometimes and it caused "random crashes"
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* Correctly sets default system language for yuzu-CLI
A user reported that yuzu_cmd runs games in Japanese rather than the correct default of English (like yuzu-qt does correctly), this change fixes that.
* fix clang issue
deleted whitespace
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gl_rasterizer: Remove default clip distance
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vi: Implement TransactParcel for Disconnect and DetachBuffer
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Used by homebrew on exit. According to switchbrew, returns an empty response parcel with one zero in it.
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svc: ResetSignal is not stubbed
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https://user-images.githubusercontent.com/20753089/48677874-b8e01c80-eb7b-11e8-8043-b99faa29022c.PNG
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Port citra-emu/citra#4387: "yuzu: Add hotkey for Amiibo loading"
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Added various bluetooth based cmds for palma
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It seems palma is done through bluetooth, we need this for pokemon go however more research needs to be done when we actually get palma working. This is presumably used for transfering data between the controller and the console, it does not seem for actual input as far as I know.
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hwopus: DecodeInterleavedWithPerformance: Fix ordering of output parameters.
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- Fixes audio issues with Pokemon: Let's Go Pikachu & Eevee.
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kernel/errors: Clean up error codes
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Similar to PR 1706, which cleans up the error codes for the filesystem
code, but done for the kernel error codes. This removes the ErrCodes
namespace and specifies the errors directly. This also fixes up any
straggling lines of code that weren't using the named error codes where
applicable.
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Port citra-emu/citra#4426: "Common/Bitfield: store value as unsigned type"
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Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
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Implement SetMemoryPermission
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gl_rasterizer_chache: Minor cleanup
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textures/decoders: Minor cleanup
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game_list: Optimize game list refresh
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As the add-ons column takes the most processing time out of any (as it needs to search registration for updates/dlc, patch control NCAs, search for mods, etc.), an option was added to disable it. This does not affect the application of add-ons. In large game collections, this decreases game list refresh time by as much as 70%.
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Prevents unnecessary re-reads of the metadata and unnecessary temporary objects.
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Creates a single KeyManager for the entire container and then passes it into the NCA constructor, eliminating several unnecessary KeyManager reads.
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Allows resuing a common KeyManager when a large amount of NCAs are handled by the same class. Should the parameter not be provided, a new KeyManager will be constructed, as was the default behavior prior to this.
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gl_state: Amend compilation warnings
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Makes float -> integral conversions explicit via casts and also silences
a sign conversion warning.
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file_sys/errors: Clean up error code values
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Rather than keeping around unused values, we can just introduce them as
needed.
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There's no real point to keeping the separate enum around, especially
given the name of the error code itself is supposed to document what the
value actually represents.
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Keeps filesystem-related error codes in one spot.
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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The service manager seems to be a nullptr before a game boots
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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csrng: Use random integer distribution instead of raw engine
|
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Prevents returning the same value every single call.
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kernel/thread: Deduplicate scheduler switching code
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The code in both places was the same verbatim, so we can extract it to a
function to deduplicate the logic.
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patch_manager: Add support for dumping uncompressed NSOs
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When enabled in settings, PatchNSO will dump the unmodified NSO that it was passed to a file named <build id>.nso in the dump root for the current title ID.
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Also adds UI option in Debug > Dump section, with the idea later things to be dumped (i.e. other game data or textures, etc) will use the same group box.
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Equates to yuzu_dir/dump/<title id>/
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service/audren_u: Forward RequestUpdateAuto through the same function as RequestUpdate
|
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Based off RE, they both currently go through the same codepath with no
difference in behavior.
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Improved GPU Caches lookup Speed
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acc/profile_manager: Minor cleanup-related changes
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Avoids relying on fmt always being indirectly included.
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service/acc: Correct error case within TrySelectUserWithoutInteraction()
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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yuzu/configure_system: Mark the entropy mask string as nontranslatable
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There's no need for translators to concern themselves with the
validation mask used by the entry field.
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nfp: Correct erroneous sizeof expression within GetTagInfo()
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The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
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hid/npad: Add missing break in switch statement within Controller_NPad::OnUpdate
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service: Mark MakeFunctionString with the [[maybe_unused]] attribute.
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When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
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common/string_util: Minor cleanup
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An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
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This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
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This is currently unused and doesn't really provide much value to keep
around either.
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svc: Use proper random entropy generation algorithm
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gl_rasterizer_cache: CopySurface optimization
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qt: Move Open yuzu Folder action from Help to File
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video_core/renderer_base: Remove GL include from the renderer base class files
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Keeps the base class source files implementation-agnostic.
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engines/maxwell_3d: Minor cleanup
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Minor code cleanup from unaddressed feedback in #1654
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kernel/process: Migrate heap-related memory management out of the process class and into the vm manager
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Now that we've moved all of the heap-related stuff to the VMManager
class, we can unstub this function, as the necessary members are visible
now.
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Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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hle/audren_u: Implement Get/SetRenderingTimeLimit
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These appear to be a basic getter and setter pair, so these are fairly
trivial to implement and get out of the way.
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audio_core/audio_renderer: Fix typo in AuxInfo member name
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[ns|fsp_srv]: Implement various functions to boot Checkpoint
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Returns the raw NACP bytes and the raw icon bytes into a title-provided buffer. Pulls from Registration Cache for control data, returning all zeros should it not exist.
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An object to read SaveDataInfo objects, which describe a unique save on the system. This implementation iterates through all the directories in the save data space and uses the paths to reconstruct the metadata.
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Needed by Checkpoint. Returns an object that can iterate through all savedata on the system.
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Allows NRO homebrew to use the RomFS in the ASET section.
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Returns the raw bytes of the NACP file. Needed for GetApplicationControlData which returns the raw, unprocessed NACP to the game.
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Implement SurfaceTarget Texture2DArray
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( needed by Mario+Rabbids Kingdom Battle )
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csrng: Add config option to set RNG seed
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Implement GetClockSnapshot, ToPosixTime & ToPosixTimeWithMyRule
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Added instead of using a seperate PR to prevent conflicts
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Needed by megaman 11
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* Implement ASTC_2D_10X8 & ASTC_2D_10X8_SRGB
( needed by Mario+Rabbids Kingdom Battle )
* Small placement correction
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yuzu/main: Fix compiler warning
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yuzu: Add a missing "!" to fix the stuck-in-fullscreen bug
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Map more missing opengl states
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configure_system: Fix compiler warning
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gl_rasterizer: Fix compiler warnings
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gl_shader_decompiler: Guard out of bound geometry shader input reads
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Geometry shaders follow a pattern that results in out of bound reads.
This pattern is:
- VSETP to predicate
- Use that predicate to conditionally set a register a big number
- Use the register to access geometry shaders
At the time of writing this commit I don't know what's the intent of
this number. Some drivers argue about these out of bound reads. To avoid
this issue, input reads are guarded limiting reads to the highest
posible vertex input of the current topology (e.g. points to 1 and
triangles to 3).
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rasterizer_cache: Remove reliance on the System singleton
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Rather than have a transparent dependency, we can make it explicit in
the interface. This also gets rid of the need to put the core include in
a header.
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Implement 3 coordinate array in TEXS instruction
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gl_rasterizer: Skip VAO binding if the state is clean.
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Ability to switch between docked and undocked mode in-game
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Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
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Ensures that destruction will always do the right thing in any context.
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Fixes the buildbot.
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Updated npad styles on holdtype switches
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Fixes input for megaman
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* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
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Implement acc:TrySelectUserWithoutInteraction
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Needed for Shantae - Half-Genie Hero - Ultimate Edition!
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memory_manager: Do not MapBufferEx over already in use memory.
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- This fixes rendering when changing areas in Super Mario Odyssey.
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Implement multi-target viewports and blending
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They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
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This serialize to the driver thread and so it may block for a while.
So if it is in the benchmark, we get noticed if it happens too often.
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This was created with the unfinished resampling PR in mind.
As the resampling is now on the audio thread, we don't need to care about this here any more.
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Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
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Implement Cube Arrays
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Fixed HID crash when launching more than 1 game & signaled styleset change event
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This should fix crashes when launching multiple games in yuzu
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logging: Add DebuggerBackend for logging to Visual Studio
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qt: Add help option to open yuzu folder
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Opens a new file manager window at the UserDir.
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Implement ASTC Textures 5x5 and fix a bunch of ASTC texture problems
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Fix quickstart link
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configure_system: Contrain profile usernames to 32 characters
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Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
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Improve OpenGL state handling
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Assert Control Flow Instructions using Control Codes
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- Fixes an issue where macros could be skipped.
- Fixes rendering of distant objects in Super Mario Odyssey.
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Port citra-emu/citra#4369: "compatdb: Use a seperate endpoint for testcase submission"
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Assert Control Codes Generation on Shader Instructions
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video_core: Move surface declarations out of gl_rasterizer_cache
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Updated based off information on SwitchBrew.
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general: Remove unused boost inclusions where applicable
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Cleans up unused includes and trims off some dependencies on externals.
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configure_system: Fix compiler warning
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* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
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hle_ipc: Make GetDomainMessageHeader return a regular pointer
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Gets rid of the need to call the getter and then check for null.
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Nothing requires the shared owner ship here, so we can just return a
plain pointer.
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core: Add missing const variants of getters for the System class
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Many of the Current<Thing> getters (as well as a few others) were
missing const qualified variants, which makes it a pain to retrieve
certain things from const qualified references to System.
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Implemented Mipmaps
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time_stretch: Switch to values of Citra
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video_core: Move OpenGL specific utils to its renderer
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renderer_opengl: Enable alpha channel for DXT1 texture format
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Improved Shader accuracy on Vertex and Geometry Shaders.
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svc: Implement svcGetInfo command 0xF0000002
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Nothing from this enum is intended to be used outside of this function.
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This retrieves:
if (curr_thread == handle_thread) {
result = total_thread_ticks + (hardware_tick_count - last_context_switch_ticks);
} else if (curr_thread == handle_thread && sub_id == current_core_index) {
result = hardware_tick_count - last_context_switch_ticks;
}
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* remove unnecessary if-statements
* Addressed feedback
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service/filesystem: Implemented DeleteDirectory & DeleteDirectoryRecursive
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loader/nsp: Move secondary loader initialization to constructor
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Prevents nullptr bug when trying to dump the RomFS of an NSP resulting from secondary_loader not being initialized.
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key_manager: Use isxdigit instead of isdigit when reading key file
|
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| | | |
| | | | |
Crypto revisions are hex numbers and this function only checks if the string is valid for stoul in base 16, so it should be isxdigit.
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configure_system: Indicate when filesystem operations fail
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Avoids the need to put the scaling parameters all over the place for the
common case. The only other time scaling is done is to generate the
smaller 48x48 image, so this is fine.
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Avoids the need to duplicate this all over the place, and makes it
translator-friendly across the board.
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We should display an error to the user if setting a user image for an
account fails, rather than continuing onwards.
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gl_rasterizer_cache: Fix compiler warning
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Port citra-emu/citra#4367: "cubeb_sink: ignore null-name device when selecting"
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We already ignore them on listing devices. We should do the same when selecting devices. This fix a crash when opening a specific device while there is a null device in the list
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gl_rasterizer: Implement primitive restart.
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Implemented Shader Local Memory
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vfs: Remove InterpretAsDirectory and related functions
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When writing VFS, it initally seemed useful to include a function to in-place convert container files into directories in one homogenous directory structure, but re-evaluating it now there have been plenty of chances to use it and there has always been a better way. Removing as it is unused and likely will not be used.
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gl_rasterizer: Implement depth range.
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yuzu/main: Notify user of loading errors with Amiibo data
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We shouldn't silently continue if loading failed, since the general
assumption is that no messages showing up implicitly indicates success.
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configure_system: Minor cleanup-related changes
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This should be localizable, since it's user-facing text.
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We can just make the function accept an arbitrary ProfileManager
reference and operate on that instead of tying the function to the class
itself. This allows us to keep the function internal to the cpp file and
removes the need to forward declare the UUID struct.
|
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These should be initialized to deterministic values so it's easier to
catch improper behavior, as it'll always be reproducable, instead of
performing uninitialized reads.
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This is a static function so we can just perform an assignment directly.
|
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These are only used within this class, so we can make them private to
keep their use contained. This also gets rid of the pre-Qt5 'slot'
identifier, since Qt 5's connection syntax doesn't require a function to
be declared a slot anymore.
|
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- This is an incomplete implementation. It was tested with Super Mario Party.
|
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| |_|/ / / /
|/| | | | | |
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|/ / / / /
| | | | |
| | | | |
| | | | | |
Prevents a potential bug when using RLE records in an IPS patch.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service/usb: Update service function tables
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Updated based off the information provided by Hexkyz on Switchbrew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/acc: Silence compiler truncation warnings
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Silences compiler warnings related to truncation. This also introduces a
small helper function to perform the clamping of the image size.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Allows unindenting the other branch's code.
|
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| | | | | | |
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kernel/error: Amend error return code values
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Now that we've gotten the innaccurate error codes out of the way, we can
finally toss away a bunch of these, trimming down the error codes to
ones that are actually used and knocking out two TODO comments.
|
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| | | | | | |
| | | | | | | |
This is more consistent with what the kernel does.
|
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| | | | | | |
| | | | | | | |
This is what the kernel does in this instance.
|
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| | | | | | |
| | | | | | | |
These are now entirely unused and can be removed.
|
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| | | | | | |
| | | | | | | |
Like with the previous change, the kernel doesn't return NOT_AUTHORIZED
here. It returns INVALID_THREAD_PRIORITY.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
All priority checks are supposed to occur before checking the validity
of the thread handle, we're also not supposed to return
ERR_NOT_AUTHORIZED here.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
The kernel appears to return 0xE601 for this situation. Particularly in
svcWaitSynchronization, svcReplyAndReceive, and svcGetThreadContext
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
The kernel appears to return 0xF601 for this case.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
rasterizer: Fix Layered Textures Loading and Cubemaps
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list_worker: Use QString's formatting instead of fmt in FormatPatchNameVersions()
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Using fmt here requires unnecessary string conversions back into
QString. Instead, we can just use QString's formatting and get the end
result of the formatting operation in the proper type.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
profile_manager: Use std::optional instead of boost::optional
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Now that we can actually use std::optional on macOS, we don't need to
continue using boost::optional here.
|
|\ \ \ \ \ \ \
| |_|_|_|_|/ /
|/| | | | | | |
yuzu/configuration/config: Use a std::unique_ptr for qt_config instead of a raw pointer
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Same behavior, less code.
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | | |
Makes the class layout consistent with the others.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
time_stretch: Remove unused m_channel_count member variable
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
This is only stored to, but never read from.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Implement PointSize Output Attribute.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
graphic_breakpoints: Correct translation of strings in BreakpointModel's data() function
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
tr() will not function properly on static/global data like this, as the
object is only ever constructed once, so the strings won't translate if
the language is changed without restarting the program, which is
undesirable. Instead we can just turn the map into a plain old function
that maps the values to their equivalent strings. This is also lessens
the memory allocated, since it's only allocating memory for the strings
themselves, and not an encompassing map as well.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
npad: Remove unused controller variable from OnInit()
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This also gets rid of variable shadowing related to the lambda parameter
a little bit below this code as well.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list: Use QFileInfo instead of common's file functions
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just use the facilities that Qt provides instead of pulling in
stuff from common. While we're at it, we can also simplify the nearby
logging statement's argument by just calling .toStdString()
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
game_list: Make game list column headers translatable
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | | |
These are user-facing strings, so they should be marked as translatable
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
bootmanager: Use QStringLiteral instead of std::string to represent the window title.
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This gets rid of an unnecessary type conversion. We can just use the
regular QStringLiteral to already format the string as the type
setWindowTitle accepts instead of converting from a std::string
instance.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
perf_stats: Remove unused variable within DoFrameLimiting()
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | | |
This hasn't been used since ba8ff096fdc9f7ab101851c4cd06c3244a7d84c3
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
aoc_u: Make use of previously-unused CheckAOCTitleIDMatchesBase() function
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We can just call the function instead of duplicating the code here. This
also prevents an unused function warning.
We also don't need to take the lambda capture by reference. It's just a
u64 value, so by value is fine here.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
maxwell_3d/decoders: Remove unused variables
|
| | | | | | | | |
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
file_sys: Remove unused variables
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Also gets rid of an unused variable.
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| |_|_|/ / / /
|/| | | | | | |
logging/backend: Add missing services to the log filters
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Just a few overlooked services.
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
qt: Add UI to manage emulated user profiles
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Prevents bug where old username would remain if the new username was shorter in length.
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
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| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Added break types to svcBreak
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
There seems to be more such as type 1, and 2. Unsure what these currently are but when a game hits them we can investigate and add the rest
|
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
patch_manager: Add support for LayeredFS on DLC RomFS
|
| | | | | | | |
|
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| | | | | | |
| | | | | | |
| | | | | | | |
Prevents a Entry from appearing in the list twice if the user has it installed in two places (e.g. User NAND and SDMC)
|
| | | | | | | |
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
CMakeLists: Use PROJECT_SOURCE_DIR instead of CMAKE_SOURCE_DIR
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is more localized to what we want to enforce directory-wise with
the project. CMAKE_SOURCE_DIR indicates the root of the source tree, but
this would cause the wrong behavior if someone included yuzu as part of
a larger buildsystem (for whatever reason). Instead, we want to use the
directory where the "project(yuzu)" command was declared as the root
path reference.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
common: Remove memory_util.h/.cpp
|
| | |_|_|/ / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Everything from here is completely unused and also written with the
notion of supporting 32-bit architecture variants in mind. Given the
Switch itself is on a 64-bit architecture, we won't be supporting 32-bit
architectures. If we need specific allocation functions in the future,
it's likely more worthwhile to new functions for that purpose.
|
|\ \ \ \ \ \ \ \
| |/ / / / / / /
|/| | | | | | | |
kernel/process: Make the handle table per-process
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
In the kernel, there isn't a singular handle table that everything gets
tossed into or used, rather, each process gets its own handle table that
it uses. This currently isn't an issue for us, since we only execute one
process at the moment, but we may as well get this out of the way so
it's not a headache later on.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Port citra-emu/citra#4336: "Only redefine some 64-bit file operation for MSVC"
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
MinGW provides POSIX functions
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
gl_shader_decompiler: Implement VSETP
|
| | | | | | | | | |
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | | |
maxwell_dma: Silence compilation warnings
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
These three source files are the only ones within the engines directory
that don't use nested namespaces. We may as well change these over to
keep things consistent.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
These are never modified, so we can make that assumption explicit.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
This prevents truncation warnings at the lambda's usage sites.
|
| | |_|/ / / / / /
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
These pointer variables are never used, so we can get rid of them.
|
|\ \ \ \ \ \ \ \ \
| |_|_|/ / / / / /
|/| | | | | | | | |
Implemented Alpha Test using Shader Emulation
|
| | | | | | | | | |
|
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|
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|
| | | | | | | | | |
|
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|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |_|_|/ / / / / /
|/| | | | | | | | |
gl_shader_decompiler: Implement PBK and BRK
|
| | |_|/ / / / /
| |/| | | | | | |
|
|\ \ \ \ \ \ \ \
| |_|_|_|/ / / /
|/| | | | | | | |
Added Saturation to FMUL32I
|
| | |/ / / / /
| |/| | | | | |
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
CMakeLists: Use target_compile_definitions instead of add_definitions to define YUZU_ENABLE_COMPATIBILITY_REPORTING
|
| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Keeps the definition constrained to the yuzu target and prevents
polluting anything else in the same directory (should that ever happen).
It also keeps it consistent with how the USE_DISCORD_PRESENCE definition
is introduced below it.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
gl_shader_decompiler: Minor changes
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
If the variable being moved is const, then std::move will always perform
a copy (since it can't actually move the data).
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
A variable with the same name was previously declared in an outer scope.
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| |_|/ / / / /
|/| | | | | | |
psm: Add psm service and stub commands 0 and 1
|
| | | | | | |
| | | | | | |
| | | | | | | |
Used by LovePotion Lua Homebrew. Stubbed as connected to official Nintendo Switch dock.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Used by LovePotion Lua Homebrew. Stubbed to return 100% charge.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Seems to be the power controller. Listed in switchbrew under the category PTM services.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
web_service/CMakeLists: Make the CPPHTTPLIB_OPENSSL_SUPPORT constrained to the web_service library only
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Given we link in httplib privately, we can also make the definition
enabling OpenSSL support private as well. Prevents leaking a definition
into other libraries that link with this one, like the core library.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
svc: Fix vma boundary check in svcQueryMemory
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This should be comparing against the queried process' vma_map, not the
current process'. The only reason this hasn't become an issue yet is we
currently only handle one process being active at any time.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Fixed FSETP and FSET
|
| | |_|/ / /
| |/| | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service: Update service function tables
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Updated based off information provided by Switchbrew.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Added based off information provided by Switchbrew.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Updated based off information from Switchbrew
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Also introduces the new prepo:a2 service.
Updated based off information provided by Switchbrew.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Updated based off information provided by Switchbrew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Fixed VAOs Float types only returning GL_FLOAT
|
| |/ / / / / |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
qt: Move Reinitialize Keys to Tools menu
|
| |/ / / / |
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
Added auto controller switching to supported controllers and single joycon button rotation
|
| | | | |
| | | | |
| | | | |
| | | | | |
This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
|
|/ / / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
The intention of declaring them in gl_shader_decompiler was to be able
to use blocks to implement geometry shaders. But that wasn't needed in
the end and it caused issues when both vertex stages were being used,
resulting in a redeclaration of "position".
|
|\ \ \ \
| | | | |
| | | | | |
gl_shader_decompiler: Implement H* instructions
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
svc: Add missing sanitizing checks for MapSharedMemory/UnmapSharedMemory
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Now that the changes clarifying the address spaces has been merged, we
can wrap the checks that the kernel performs when mapping shared memory
(and other forms of memory) into its own helper function and then use
those within MapSharedMemory and UnmapSharedMemory to complete the
sanitizing checks that are supposed to be done.
|
|\ \ \ \ \ \
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GPU/DMA: Flush the source region and invalidate the destination region when doing a DMA transfer.
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service: Update function tables
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Updated based off information provided by Switchbrew.
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Updated based off information provided by Switchbrew.
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Updated based off information provided by Switchbrew.
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Updated based off information provided by switchbrew.
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Updated based off information provided by Switchbrew.
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Added based off information provided by Switchbrew
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Updated based off information provided by Switchbrew.
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Updated based on information from Switchbrew.
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aoc_u: Stub GetAddOnContentListChangedEvent
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This event signals the game when new DLC is purchased from the eShop while the game is running. Since, for the forseeable future, yuzu will not have this ability, it seems safe to stub with a dummy event that will never fire. This is needed to boot Sonic Mania Plus (update v1.04).
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hid: Minor cleanup-related changes
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swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
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Given it's unused, we may as well toss it.
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This is only useful in headers.
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This is just a lookup table, and since it's private, there's nothing
really stateful about it, so we can just move it into the cpp file.
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This literally does nothing.
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These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
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The destructor doesn't need to be a pure-virtual function.
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Fixes a fatal crash on start when deriving keys.
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Needed by arms due to new hid rework
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svc: Add missing error checks in svcArbitrateLock/svcArbitrateUnlock
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The kernel itself checks whether or not the provided addresses are word
aligned before continuing, so we should be doing the same.
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This will be used in a following change to svcArbitrateLock() and
svcArbitrateUnlock()
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Aligning on 4KB pages isn't a Switch-specific thing, so this can be
moved to common so it can be used with other things as well.
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content_archive: Minor reorganization changes
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std::move doesn't actually dereference the data, so it doesn't matter
whether or not the type is null.
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This is only ever used within the cpp file, so it can just be an
internal function.
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This is the same as using std::any_of with an inverted predicate.
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The constructor alone is pretty large, the reading code should be split
into its consistuent parts to make it easier to understand it without
having to build a mental model of a 300+ line function.
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Each header is 512 bytes in size, which is kind of an excessive amount
to copy all the time when it's possible to avoid doing so.
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Used better names for mm:u and fixed a bad stub
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InitializeWithId needs to return an id which is a u32 which should be a non zero value
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CpuCore already does this sort of checking, so we can just call that
instead of duplicating the assertions.
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XCI: Add function for checking the existence of the program NCA
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The only reason the getter existed was to check whether or not the
program NCA was null. Instead, we can just provide a function to query
for the existence of it, instead of exposing it entirely.
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|/| | | | |
Implemented 3D Textures
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"Better Hid" Rework Part 1
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Reason for the change is to allow both docked and undocked mode to work
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Kirby input still doesn't work, should fix a lot of other games
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Used by Mario Party
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HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
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Fixes arms
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shader_decompiler: Fix TLDS
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Implement flushing in the rasterizer cache
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- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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- This does not really have anything to do with OpenGL.
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- These cannot be used within the cache, as they change cache state.
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svc: Clarify enum values for AddressSpaceBaseAddr and AddressSpaceSize in svcGetInfo()
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So, one thing that's puzzled me is why the kernel seemed to *not* use
the direct code address ranges in some cases for some service functions.
For example, in svcMapMemory, the full address space width is compared
against for validity, but for svcMapSharedMemory, it compares against
0xFFE00000, 0xFF8000000, and 0x7FF8000000 as upper bounds, and uses
either 0x200000 or 0x8000000 as the lower-bounds as the beginning of the
compared range. Coincidentally, these exact same values are also used in
svcGetInfo, and also when initializing the user address space, so this
is actually retrieving the ASLR extents, not the extents of the address
space in general.
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Implement Arrays on Tex Instruction
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savedata_factory: Add DeviceSaveData and fix TemporaryStorage
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Required for TemporaryStorage saves (in addition to SaveDataType)
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Uses the same path as SaveData except with UID 0. Adds a warning if UID is not 0.
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content_archive/patch_manager: Lower log levels to eliminate some unnecessary logs
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Normal Program-type patches will still be logged to aid in debugging, but for others (mainly Control), it was moved to Debug.
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Avoids printing live keys in the general log.
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* Implement VI ConvertScalingMode
* Fixed push enum
* Scale mode now uses Nintendo scale mode as an enum as well
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core: Convert shared_ptr instances into unique_ptr instances where applicable for System and Cpu
|
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There's no need for shared ownership here, as the only owning class
instance of those Cpu instances is the System class itself. We can also
make the thread_to_cpu map use regular pointers instead of shared_ptrs,
given that the Cpu instances will always outlive the cases where they're
used with that map.
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Like the barrier, this is owned entirely by the System and will always
outlive the encompassing state, so shared ownership semantics aren't
necessary here.
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This will always outlive the Cpu instances, since it's destroyed after
we destroy the Cpu instances on shutdown, so there's no need for shared
ownership semantics here.
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The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
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web_service: Make linkage of web_service-related externals and the library private
|
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Now that all external dependencies are hidden, we can remove
json-headers from the publically linked libraries, as the use of this
library is now completely hidden from external users of the web_service
library. We can also make the web_services library private as well,
considering it's not a requirement. If a library needs to link in
web_service, it should be done explicitly -- not via indirect linking.
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Like with TelemetryJson, we can make the implementation details private
and avoid the need to expose httplib to external libraries that need to
use the Client class.
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Users of the web_service library shouldn't need to care about an
external library like json.h. However, given it's exposed in our
interface, this requires that other libraries publicly link in the JSON
library. We can do better.
By using the PImpl idiom, we can hide this dependency in the cpp file
and remove the need to link that library in altogether.
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Taking them by const reference isn't advisable here, because it means
the std::move calls were doing nothing and we were always copying the
std::string instances.
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Removes unused includes. Also rectifies a missing <chrono> include.
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Avoids introducing the definition to the whole directory space and
localizes it to being added to the library that needs it.
|
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yuzu/main: Apply the [[maybe_unused]] attribute to the parameter of SetDiscordEnabled
|
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Depending on whether or not USE_DISCORD_PRESENCE is defined, the "state"
parameter can be used or unused. If USE_DISCORD_PRESENCE is not defined,
the parameter will be considered unused, which can lead to compiler
warnings. So, we can explicitly mark it with [[maybe_unused]] to inform
the compiler that this is intentional.
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These are just the size of the data being passed in, so we can specify
that via the size() member function.
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|\ \ \ \ \ \ \ \
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aoc: Fix various bugs in current AOC implementation
|
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Falls back to title ID + 0x1000, which is what HOS does.
|
| |/ / / / / / / |
|
|\ \ \ \ \ \ \ \
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| | | | | | | | | |
nro/nso: Minor error handling changes
|
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If a malformed NSO is attempted to be loaded, we shouldn't continue
onwards. We should be reporting an error and bailing out.
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| | |_|_|_|/ / /
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This function doesn't need to care about ownership semantics, so we can
just pass it a reference to the file itself, rather than a
std::shared_ptr alias.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
crypto: Various crypto fixes for quickstart guide
|
| | |_|_|/ / / /
| |/| | | | | | |
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Control Code 0xf means to unconditionally execute the instruction. This
value is passed to most BRA, EXIT and SYNC instructions (among others)
but this may not always be the case.
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|/ / / / / / / |
|
|\ \ \ \ \ \ \
| | | | | | | |
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key_manager/partition_data_manager: Minor changes
|
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We can just reserve the memory then perform successive insertions
instead of needing to use memcpy. This also avoids the need to zero out
the output vector's memory before performing the insertions.
We can also std::move the output std::vector into the destination so
that we don't need to make a completely new copy of the vector, getting
rid of an unnecessary allocation.
Additionally, we can use iterators to determine the beginning and end
ranges of the std::vector instances that comprise the output vector, as
the end of one range just becomes the beginning for the next successive
range, and since std::vector's iterator constructor copies data within
the range [begin, end), this is more straightforward and gets rid of the
need to have an offset variable that keeps getting incremented to
determine where to do the next std::memcpy.
|
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Aside from emplacing elements into the map, the map itself is never
actually queried for contained data.
|
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These are only ever read from, so we don't need to make a copy of all
the keys here.
|
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Given it's only used in one spot and has a fairly generic name, we can
just specify it directly in the function call. This also the benefit of
automatically moving it.
|
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Commented out code shouldn't be left in without a reason indicating why
in a comment.
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Instead, we can make it part of the type and make named variables for
them, so they only require one definition (and if they ever change for
whatever reason, they only need to be changed in one spot).
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Given the VirtualFile instance isn't stored into the class as a data
member, or written to, this can just be turned into a const reference,
as the constructor doesn't need to make a copy of it.
|
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Orders the members in the exact order they would be initialized. This
also prevents compiler warnings about this sort of thing.
|
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| | | | | | | | |
Gets unused includes out of the headers and moves them into the cpp file
if they're used there instead.
|
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If the data is unconditionally being appended to the back of a
std::vector, we can just directly insert it there without the need to
insert all of the elements one-by-one with a std::back_inserter.
|
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If a conditional (or it's body) travels more than one line, it should be
braced.
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Given the filesystem should always be assumed to be volatile, we should
check and bail out if a seek operation isn't successful. This'll prevent
potentially writing/returning garbage data from the function in rare
cases.
This also allows removing a check to see if an offset is within the
bounds of a file before perfoming a seek operation. If a seek is
attempted beyond the end of a file, it will fail, so this essentially
combines two checks into one in one place.
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Given the file is opened a few lines above and no operations are done,
other than check if the file is in a valid state, the read/write pointer
will always be at the beginning of the file.
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yuzu/main: Simplify OnMenuLoadFile()
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We can utilize QStringList's join() function to perform all of the
appending in a single function call.
While we're at it, make the extension list a single translatable string
and add a disambiguation comment to explain to translators what %1
actually is.
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video_core: Added ASTC 5x4; 8x5 types
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filesystem: Make CreateFactories() and InstallInterface() take a VfsFilesystem by reference
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Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
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Introduce 3D Swizzle seamlessly
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svc: Implement svcGetProcessInfo
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A fairly basic service function, which only appears to currently support
retrieving the process state. This also alters the ProcessStatus enum to
contain all of the values that a kernel process seems to be able of
reporting with regards to state.
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This should help diagnose crashes easier and prevent many users thinking that a game is still running when in fact it's just an audio thread still running(this is typically not killed when svcBreak is hit since the game expects us to do this)
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crypto: Add support for full key derivation
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x
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Keeps track of system files for key derivation
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Derives titlekeys
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Derives master keys, game encryption keys, and package1/2 keys
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TSEC, SBK, BIS, and other Sources for proper derivation
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kernel/process: Make CodeSet a regular non-inherited object
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These only exist to ferry data into a Process instance and end up going
out of scope quite early. Because of this, we can just make it a plain
struct for holding things and just std::move it into the relevant
function. There's no need to make this inherit from the kernel's Object
type.
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Implemented helper function to correctly calculate a texture's size
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svc: Fix typos in sanitizing checks for MapMemory/UnmapMemory
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Fixed incorrect types for svcBreak
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signal_debugger seems like a more fitting name
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svcBreak reason should be a u32, not a u64.
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Passing an invalid nmap handle to Remap should throw an error
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Added error for invalid nmap handles
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thread: Remove unnecessary memset from ResetThreadContext()
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Regular value initialization is adequate here for zeroing out data. It
also has the benefit of not invoking undefined behavior if a non-trivial
type is ever added to the struct for whatever reason.
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Added error codes for nvmap
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HwOpus, Implemented DecodeInterleavedWithPerformance
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Used by sonic ages
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svc: Add missing address range sanitizing checks to MapMemory/UnmapMemory
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This adds the missing address range checking that the service functions
do before attempting to map or unmap memory. Given that both service
functions perform the same set of checks in the same order, we can wrap
these into a function and just call it from both functions, which
deduplicates a little bit of code.
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nvhost_as_gpu: Flush/invalidate CPU VAddr on UnmapBuffer.
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Fixed block height settings for RenderTargets and Depth Buffers
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Implemented Scissor Testing
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gl_shader_decompiler: Implement geometry shaders
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There's no real need to use a shared pointer in these cases, and only
makes object management more fragile in terms of how easy it would be to
introduce cycles. Instead, just do the simple thing of using a regular
pointer. Much of this is just a hold-over from citra anyways.
It also doesn't make sense from a behavioral point of view for a
process' thread to prolong the lifetime of the process itself (the
process is supposed to own the thread, not the other way around).
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ips_layer: Silence truncation and conversion warnings
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Makes type conversions explicit to avoid compiler warnings.
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patch_manager: Return a std::unique_ptr from ParseControlNCA() and GetControlMetadata() instead of a std::shared_ptr
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Neither of these functions require the use of shared ownership of the
returned pointer. This makes it more difficult to create reference
cycles with, and makes the interface more generic, as std::shared_ptr
instances can be created from a std::unique_ptr, but the vice-versa
isn't possible. This also alters relevant functions to take NCA
arguments by const reference rather than a const reference to a
std::shared_ptr. These functions don't alter the ownership of the memory
used by the NCA instance, so we can make the interface more generic by
not assuming anything about the type of smart pointer the NCA is
contained within and make it the caller's responsibility to ensure the
supplied NCA is valid.
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gl_shader_decompiler: Remove unused variables in TMML's implementation
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Given "y" isn't always used, but "x" is, we can rearrange this to avoid
unused variable warnings by changing the names of op_a and op_b
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Port citra-emu/citra#4310: "Handle touch input"
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change TouchToPixelPos to return std::pair<int, int>
static_cast (SDL)
various minor style and code improvements
style - PascalCase for function names
made touch events private
const pointer arg in touch events
make TouchToPixelPos a const member function
did I do this right?
braces on barely-multiline if
remove question comment (confirmed in Discord)
fixed consts
remove unused parameter from TouchEndEvent
DRY - High-DPI scaled touch put in separate function
also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom.
implicit conversion from QPoint to QPointF, apparently
I have no idea what const even means but I'll put it here anyway
remove unused or used-once variables
make touch scaling functions const, and put their implementations together
removed unused FingerID parameters
QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit
better DRY in SDL
To do -> TODO(NeatNit)
remove unused include
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svcBreak, Signalling to the debugger should not kill execution
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When loading NROs, svcBreak is called to signal to the debugger that a new "module" is loaded. As no debugger is technically attached we shouldn't be killing the programs execution.
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telemetry_session: Minor miscellaneous changes
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There's no "func" parameter, so this can just be removed.
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Prevents potential compilation issues in the future by including missing
headers for certain functions and types.
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This isn't implemented anywhere, so it can just be removed.
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We don't need to potentially heap-allocate a std::string instance here,
given the data is known ahead of time. We can just place it within an
array and pass this to the mbedtls functions.
|
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ips_layer: Minor miscellaneous changes
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We can just compare the existing std::vector instance with a constexpr
std::array containing the desired match. This is lighter resource-wise,
as we don't need to allocate on the heap.
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Makes the layout of the array consistent, by making all elements match,
instead of special-casing the first one.
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Adds missing includes to prevent potential compilation issues in the
future. Also moves the definition of a struct into the cpp file, so that
some includes don't need to be introduced within the header.
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We don't need to make a copy of the read data, so we can std::move it
into the make_shared call here.
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Fixed smo softlock due to incorrect effect state updating
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Softlock explanation:
after effects are initialized in smo, nothing actually changes the state. It expects the state to always be initialized. With the previous testing, updating the states much like how we handle the memory pools continue to have the softlock(which is why I said it probably wasn't effects) after further examination it seems like effects need to be initialized but the state remains unchanged until further notice. For now, assertions are added for the aux buffers to see if they update, unable to check as I haven't gotten smo to actually update them yet.
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fsmitm_romfsbuild: Add support for stubbing and IPS patches in LFS
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ips_layer: Add support for IPSwitch executable patches
|
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Specifically bugs/crashes that arise when putting them in positions that are legal but not typical, such as midline, between patch data, or between patch records.
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More accurately follows IPSwitch specification.
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Converts between bytes and strings when the size is not known at compile time.
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Fixed assertion due to CountAddOnContent & Casting warnings
|
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Word count should be 3 since we're pushing a result code and a u32.
Also fixed up compiler warnings due to casting
|
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Unmapping an unmapped buffer should succeed
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Hardware tests show that trying to unmap an unmapped buffer already should always succeed. Hardware test was tested up to 32 iterations of attempting to unmap
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Uses -p (--program) and following string as args.
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Only added if arguments string is non-empty and a pass is requested by loader.
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loader: Add support for packed updates
|
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Reads as Update (NSP) in add-ons
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Will prefer any installed update over the packed version.
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Reads the update included with the game if it has one and adds the new ErrorNoPackedUpdate status.
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Fixes errors with certain updates
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gl_rasterizer: Implement accelerated Fermi2D copies.
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Implemented Depth Compare, Shadow Samplers and Texture Processing Modes for TEXS and TLDS
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Port citra-emu/citra#4311: "Remove "#" in the version number"
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So that people can stop using it in issue/pr comments and randomly link some other issue/pr unintentionally.
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Port citra-emu/citra#4140: "misc input tab improvements"
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* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
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Ported #4296 from citra
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This will allow us to easily remove the use of "NFC" in "System"
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gl_rasterizer: Fixup undefined behaviour in SetupDraw
|
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These were pointing to a non-existent webpage.
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Port web_service from Citra
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This was the result of a typo accidentally introduced in
e51d715700a35a8f14e5b804b6f7553c9a40888b. This restores the previous
correct behavior.
The behavior with the reference was incorrect and would cause some games
to fail to boot.
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ui_settings: Place definition of the theme array within the cpp file
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Placing the array wholesale into the header places a copy of the whole
array into every translation unit that uses the data, which is wasteful.
Particularly given that this array is referenced from three different
translation units.
This also changes the array to contain pairs of const char*, rather than
QString instances. This way, the string data is able to be fixed into
the read-only segment of the program, as well as eliminate static
constructors/heap allocation immediately on program start.
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gl_rasterizer: Implement quads topology
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Conceptually, it doesn't make sense for a thread to be able to persist
the lifetime of a scheduler. A scheduler should be taking care of the
threads; the threads should not be taking care of the scheduler.
If the threads outlive the scheduler (or we simply don't actually
terminate/shutdown the threads), then it should be considered a bug
that we need to fix.
Attributing this to balika011, as they opened #1317 to attempt to fix
this in a similar way, but my refactoring of the kernel code caused
quite a few conflicts.
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kernel/thread: Make all instance variables private
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Many of the member variables of the thread class aren't even used
outside of the class itself, so there's no need to make those variables
public. This change follows in the steps of the previous changes that
made other kernel types' members private.
The main motivation behind this is that the Thread class will likely
change in the future as emulation becomes more accurate, and letting
random bits of the emulator access data members of the Thread class
directly makes it a pain to shuffle around and/or modify internals.
Having all data members public like this also makes it difficult to
reason about certain bits of behavior without first verifying what parts
of the core actually use them.
Everything being public also generally follows the tendency for changes
to be introduced in completely different translation units that would
otherwise be better introduced as an addition to the Thread class'
public interface.
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text_formatter: Avoid unnecessary string temporary creation in PrintMessage()
|
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operator+ for std::string creates an entirely new string, which is kind
of unnecessary here if we just want to append a null terminator to the
existing one.
Reduces the total amount of potential allocations that need to be done
in the logging path.
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file_sys: Add support for loading IPS patches
|
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Avoid resource-heavy classes and remove quasi-duplicated code.
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While PatchExeFS operated on the entire directory, this function operates on the uncompressed NSO. Avoids copying decompression code to PatchManager.
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aoc_u: Fix edge case with DLC that causes breaks
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In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
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configure_graphics: Make functions internally linked where applicable
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These aren't used outside of this translation unit, so they can be
internally linked.
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configure_audio: Minor cleanup-related changes
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Keeps the individual behaviors in their own functions, and cleanly
separate. We can also do a little better by converting the relevant IDs
within the core to a QString only once, instead of converting every
string into a std::string.
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This ensures that the proper codec will always be used no matter what.
It also avoids relying on ASCII conversions.
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Disambiguates what the string represents to help translators more easily
understand what it is that they're translating. While we're at it, we
can move the code to its own function, so that we don't need to specify
the same string twice.
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services/fsp_srv: Amend service function table
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Adds new functions that have been given names to the table. Information
is based off what is provided on Switchbrew.
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configure_input: Make analog mapping strings translatable
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These strings are user-facing, so they should be specified as
translatable with tr().
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submission_package: Cleanup and bug fixes
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GetName() returns a std::string by value, not by reference, so after the
std::string_view is constructed, it's not well defined to actually
execute any member functions of std::string_view that attempt to access
the data, as the std::string has already been destroyed. Instead, we can
just use a std::string and erase the last four characters.
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If a ticket file was ever a null pointer, we'd cause a null pointer
dereference, as we were calling GetExtension() on the pointer instance.
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When searching for a file extension, it's generally preferable to begin
the search at the end of the string rather than the beginning, as the
whole string isn't going to be walked just to check for something at the
end of it.
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If an error occurs when constructing the PartitionFilesystem instance,
the constructor would be exited early, which wouldn't initialize the
extracted data member, making it possible for other code to perform an
uninitialized read by calling the public IsExtractedType() member
function. This prevents that.
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Like the other two bits of factored out code, this can also be put
within its own function. We can also modify the code so that it accepts
a const reference to a std::vector of files, this way, we can
deduplicate the file retrieval.
Now the constructor for NSP isn't a combination of multiple behaviors in
one spot. It's nice and separate.
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This too, is completely separate behavior from what is in the
constructor, so we can move this to its own isolated function to keep
everything self-contained.
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This behavior is entirely independent of the surrounding code, so it can
be put in its own function to keep the behavior separate.
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We can use early continues here to reduce the amount of nesting.
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service/lbl: Update service function table
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| |/| |
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Amends the lbl service table to include new names of functions that were
added to Switchbrew.
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Port citra-emu/citra#4253: "common/string_util cleanup"
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First of all they are foundamentally broken. As our convention is that std::string is always UTF-8, these functions assume that the multi-byte character version of TString (std::string) from windows is also in UTF-8, which is almost always wrong. We are not going to build multi-byte character build, and even if we do, this dirty work should be handled by frontend framework early.
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We always use unicode internally. Any dirty work of conversion with other codec should be handled by frontend framework (Qt). Further more, ShiftJIS/CP1252 are not special (they are not code set used by 3ds, or any guest/host dependencies we have), so there is no reason to specifically include them
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card_image: Ensure program_nca_status is always initialized
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If any of the error paths before the NCA retrieval are taken, it'll
result in program_nca_status being left in an inconsistent state. So we
initialize it by default with a value indicating an error.
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|/| | |
aoc_u: Implement functions and add support for DLC loading
|
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Command #5
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Commands #2, #3, and #7
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Previous behavior was to assert. Seems to mirror expected game behavior.
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TLDS: Add 1D sampler
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gl_rasterizer_cache: Implement cubemap textures.
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- Fixes issues with Splatoon 2.
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qt: Install System TitleTypes to System NAND
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Fixes an issue where installed system archive NCAs would be installed to user NAND and not recognized by games.
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|\ \ \ \ \
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Implement ISystemDisplayService::GetDisplayMode
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Now that we have all of the rearranging and proper structure sizes in
place, it's fairly trivial to implement svcGetThreadContext(). In the
64-bit case we can more or less just write out the context as is, minus
some minor value sanitizing. In the 32-bit case we'll need to clear out
the registers that wouldn't normally be accessible from a 32-bit
AArch32 exectuable (or process).
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This will be necessary for the implementation of svcGetThreadContext(),
as the kernel checks whether or not the process that owns the thread
that has it context being retrieved is a 64-bit or 32-bit process.
If the process is 32-bit, then the upper 15 general-purpose registers
and upper 16 vector registers are cleared to zero (as AArch32 only has
15 GPRs and 16 128-bit vector registers. not 31 general-purpose
registers and 32 128-bit vector registers like AArch64).
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Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
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Internally within the kernel, it also includes a member variable for the
floating-point status register, and TPIDR, so we should do the same here to match
it.
While we're at it, also fix up the size of the struct and add a static
assertion to ensure it always stays the correct size.
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A process should never require being reference counted in this
situation. If the handle to a process is freed before this function is
called, it's definitely a bug with our lifetime management, so we can
put the requirement in place for the API that the process must be a
valid instance.
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kernel/object: Remove unnecessary std::move from DynamicObjectCast()
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boost::static_pointer_cast for boost::intrusive_ptr (what SharedPtr is),
takes its parameter by const reference. Given that, it means that this
std::move doesn't actually do anything other than obscure what the
function's actual behavior is, so we can remove this. To clarify, this
would only do something if the parameter was either taking its argument
by value, by non-const ref, or by rvalue-reference.
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video_core: Implement point_size and add point state sync
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gl_state: Pack sampler bindings into a single ARB_multi_bind
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process/vm_manager: Initial modifications to load NPDM metadata
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The locations of these can actually vary depending on the address space
layout, so we shouldn't be using these when determining where to map
memory or be using them as offsets for calculations. This keeps all the
memory ranges flexible and malleable based off of the virtual memory
manager instance state.
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Previously, these were reporting hardcoded values, but given the regions
can change depending on the requested address spaces, these need to
report the values that the memory manager contains.
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Given games can also request a 32-bit or 39-bit address space, we
shouldn't be hardcoding the address space range as 36-bit.
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Rather than hard-code the address range to be 36-bit, we can derive the
parameters from supplied NPDM metadata if the supplied exectuable
supports it. This is the bare minimum necessary for this to be possible.
The following commits will rework the memory code further to adjust to
this.
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Port citra-emu/citra#3979 game_list: move SearchField to game_list_p.h and fix untranslated text
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I have tested and made sure the text is translatable, but this would require a translation update to take effect.
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stream: Preserve enum class type in GetState()
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Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
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FPCR register was uninitialized at start up
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Improved Fast Swizzle and Legacy Swizzle
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Avoids making copies of large std::vector instances where it's trivially
avoidable to do so.
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| |_|_|_|/ / / / /
|/| | | | | | | |
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Theres no need to do explicit bitwise arithmetic here, when we have a
function that does this with a more descriptive name.
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kernel/scheduler: Take ARM_Interface instances by reference
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This is only exposed by reference, so we can just make it a unique
pointer to get rid of the need to also use reference counting for the
pointer.
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It doesn't make sense to allow a scheduler to be constructed around a
null pointer.
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service: Add missing headers inclusions where applicable
|
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Gets rid of a few indirect inclusions.
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video_core: Add asserts for CS, TFB and alpha testing
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Add asserts for compute shader dispatching, transform feedback being
enabled and alpha testing. These have in common that they'll probably break
rendering without logging.
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Avoids the need to nest code quite a bit by early-exiting in error
cases.
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Orders the initializer list members to be in the same order that they
would be initialized in. Avoids compiler warnings.
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Cast where explicitly necessary and in other cases we can simply modify
the algorithm to accomodate larger data.
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There's no need to duplicate in-class initializers with a constructor
initializer list. std::strings also initialize to empty by default.
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The std::vector instances are already initially allocated with all
entries having these values, there's no need to loop through and fill
them with it again when they aren't modified.
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auto x = 0;
auto-deduces x to be an int. This is undesirable when working with
unsigned values. It also causes sign conversion warnings. Instead, we
can make it a proper unsigned value with the correct width that the
following expressions operate on.
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Ternary operators have a lower precedence than arithmetic operators, so
what was actually occurring here is "return (out + full) ? x : y" which most
definitely isn't intended, given we calculate out recursively above. We
were essentially doing a lot of work for nothing.
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This can cause warnings about static constructors, and is also not ideal
performance-wise due to the indirection through std::function. This also
keeps the behavior itself separate from the surrounding code, which can
make it nicer to read, due to the size of the code.
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Given we just recently had a patch backport this from citra, let's try
and keep the convention uniform.
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Given these are only added to the class to allow those functions to
access the private constructor, it's a better approach to just make them
static functions in the interface, to make the dependency explicit.
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|/ / / / / / / / /
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This converts it into a regular constructor parameter. There's no need
to make this a template parameter on the class when it functions
perfectly well as a constructor argument.
This also reduces the amount of code bloat produced by the compiler, as
it doesn't need to generate the same code for multiple different
instantiations of the same class type, but with a different fill value.
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
|/| | | | | | | | |
file_sys: Add support for LayeredFS mods
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Reads multiple dirs through as if a waterfall.
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Maps a vector into the VFS interface.
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Always returns the template argument byte for all reads. Doesn't support writes.
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Maps name string to directory or file.
|
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|\ \ \ \ \ \ \ \ \
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svc: Updated svc names
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* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
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* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
|
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| |_|_|_|_|/ / / / /
|/| | | | | | | | | |
Corrected SSL::SetInterfaceVersion
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Should be a single u32
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* Added glObjectLabels for renderdoc for textures and shader programs
* Changed hardcoded "Texture" name to reflect the texture type instead
* Removed string initialize
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Port citra-emu/citra#4245: "common/thread: remove YieldCPU()"
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simply use the standard library yield()
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Added audren:u#GetAudioRendererState
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process: Make a few member variables private where applicable
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Reduces the use of Process class members externally and keeps most code
related to tearing down a process with the rest of the process code.
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Allows making several members of the process class private, it also
avoids going through Core::CurrentProcess() just to retrieve the owning
process.
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shader_bytecode: Make operator== and operator!= of IpaMode const qualified
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This is more consistent with the surrounding enums.
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These don't affect the state of the struct and can be const member
functions.
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gl_state: Remove unused type alias
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This isn't used anywhere within the header, so we can remove it, along
with the include that was previously necessary. This also uncovers an
indirect include in the cpp file for the assertion macros.
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Logging: Change the TimeStretch::Process log from debug to trace level.
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This function is called too many times and makes the debug logging basically unusable due to the spam.
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yuzu_cmd: fix sd card directory set to nand directory
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gl_stream_buffer: Fix use of bitwise OR instead of logical OR in Map()
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This was very likely intended to be a logical OR based off the
conditioning and testing of inversion in one case.
Even if this was intentional, this is the kind of non-obvious thing one
should be clarifying with a comment.
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* Added support for uncompressed NSOs
* Moved compressed section check to NsoHeader
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yuzu-cmd: Add filesystem service initializer call
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Ensures all relevant filesystem objects are initialized and eliminates a crash related to the RegisteredCache.
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kernel/thread: Use owner_process when setting the page table in SetupMainThread()
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The owning process of a thread is required to exist before the thread,
so we can enforce this API-wise by using a reference. We can also avoid
the reliance on the system instance by using that parameter to access
the page table that needs to be set.
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arm_interface: Replace kernel vm_manager include with a forward declaration
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Avoids an unnecessary inclusion and also uncovers three places where
indirect inclusions were relied upon, which allows us to also resolve
those.
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RasterizerGL: Use the correct framebuffer when clearing via the CLEAR_BUFFERS register.
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Previously we were clearing the default backbuffer framebuffer.
Found thanks to a Piglit test :)
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file-sys: Default heavy-weight class destructors in the cpp file
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Several classes have a lot of non-trivial members within them, or don't
but likely should have the destructor defaulted in the cpp file for
future-proofing/being more friendly to forward declarations.
Leaving the destructor unspecified allows the compiler to inline the
destruction code all over the place, which is generally undesirable from
a code bloat perspective.
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game_list: Handle plurals within setFilterResult() better
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Qt provides an overload of tr() that operates on quantities in relation
to pluralization. This also allows the translation to adapt based on the
target language rules better.
For example, the previous code would result in an incorrect translation
for the French language (which doesn't use the pluralized version of
"result" in the case of a total of zero. While in English it's
correct to use the pluralized version of "result", that is, "results"
---
For example:
English: "0 results"
French: "0 résultat" (uses the singular form)
In French, the noun being counted is singular if the quantity is 0 or 1.
In English, on the other hand, if the noun being counted has a quantity
of 0 or N > 1, then the noun is pluralized.
---
For another example in a language that has different counting methods
than the above, consider English and Irish. Irish has a special form of
of a grammatical number called a dual. Which alters how a word is
written when N of something is 2. This won't appear in this case with a
direct number "2", but it would change if we ever used "Two" to refer to
two of something. For example:
English: "Zero results"
Irish: "Toradh ar bith"
English: "One result"
Irish: "Toradh amháin"
English: "Two results"
Irish: "Dhá thorthaí" <- Dual case
Which is an important distinction to make between singular and plural,
because in other situations, "two" on its own would be written as "dó"
in Irish. There's also a few other cases where the order the words are
placed *and* whether or not the plural or singular variant of the word
is used *and* whether or not the word is placed after or between a set
of numbers can vary. Counting in Irish also differs depending on whether or not
you're counting things (like above) or counting people, in which case an
entirely different set of numbers are used.
It's not important for this case, but it's provided as an example as to why one
should never assume the placement of values in text will be like that of
English or other languages. Some languages have very different ways to
represent counting, and breaking up the translated string like this
isn't advisable because it makes it extremely difficult to get right
depending on what language a translator is translating text into due to
the ambiguity of the strings being presented for translation.
In this case a translator would see three fragmented strings on
Transifex (and not necessarily grouped beside one another, but even
then, it would still be annoying to decipher):
- "of"
- "result"
- "results"
There is no way a translator is going to know what those sets of words
are actually used for unless they look at the code to see what is being
done with them (which they shouldn't have to do).
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Added IRequest::Submit
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This fixes updated versions of SMO. Currently unable to test as I don't have an updated version
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ring_buffer: Use std::hardware_destructive_interference_size to determine alignment size for avoiding false sharing
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Avoids the need to repeat "std::" twice
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MSVC 19.11 (A.K.A. VS 15.3)'s C++ standard library implements P0154R1
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2016/p0154r1.html)
which defines two new constants within the <new> header, std::hardware_destructive_interference_size
and std::hardware_constructive_interference_size.
std::hardware_destructive_interference_size defines the minimum
recommended offset between two concurrently-accessed objects to avoid
performance degradation due to contention introduced by the
implementation (with the lower-bound being at least alignof(max_align_t)).
In other words, the minimum offset between objects necessary to avoid
false-sharing.
std::hardware_constructive_interference_size on the other hand defines
the maximum recommended size of contiguous memory occupied by two
objects accessed wth temporal locality by concurrent threads (also
defined to be at least alignof(max_align_t)). In other words the maximum
size to promote true-sharing.
So we can simply use this facility to determine the ideal alignment
size. Unfortunately, only MSVC supports this right now, so we need to
enclose it within an ifdef for the time being.
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Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
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Correct endianness of BRK
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externals: Update dynarmic to 171d116
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savedata_factory: Add TemporaryStorage SaveDataType
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Seems to be used by NSO NES Emulator
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control_metadata: Move language name array definition to the cpp file
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There's no need to indent the code here, given the if case contains a
return statement at the end of it.
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This was used in two different translation units
(deconstructed_rom_directory and patch_manager). This means we'd be
pointlessly duplicating the whole array twice due to it being defined
within the header.
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xts_archive/nax: Minor interface changes
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These variables aren't used, which still has an impact, as std::vector
cannot be optimized away by the compiler (it's constructor and
destructor are both non-trivial), so this was just wasting memory.
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std::shared_ptr isn't strictly necessary here and is only ever used in
contexts where the object doesn't depend on being shared. This also
makes the interface more flexible, as it's possible to create a
std::shared_ptr from a std::unique_ptr (std::shared_ptr has a
constructor that accepts a std::unique_ptr), but not the other way
around.
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An instance of the NAX apploader already has an existing NAX instance in
memory. Calling directly into IdentifyType() directly would re-parse the
whole file again into yet another NAX instance, only to toss it away
again.
This gets rid of unnecessary/redundant file parsing and allocations.
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AsNCA() allocates an NCA instance every time it's called. In the current
manner it's used, it's quite inefficient as it's making a redundant
allocation.
We can just amend the order of the conditionals to make it easier to
just call it once.
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Ensures that the member always has a deterministic value.
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Orders the initializer list in the same order the members would be
initialized. Avoids compiler warnings.
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Needed because of the recent nim fixes
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* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
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gl_rasterizer: Fix StartAddress handling with indexed draw calls.
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We uploaded the wrong data before. So the offset on the host GPU pointer may work for the first vertices, the last ones run out bounds.
Let's just offset the upload instead.
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Fixed GetAccountId stub, Added error code for OpenDirectory and added ActivateNpadWithRevision
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With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
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Due to keeping the code style consistent in the yuzu codebase. `rb = rp.MakeBuilder(...)` was replaced with `rb{ctx, ...}`
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Implemented IProfile::GetImageSize
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audio_core: Replace includes with forward declarations where applicable.
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This isn't used within this header and isn't necessary.
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Avoids propagating includes in headers where it's not necessary to do
so.
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Avoids including unnecessary headers within the audio_renderer.h header,
lessening the likelihood of needing to rebuild source files including
this header if they ever change.
Given std::vector allows forward declaring contained types, we can move
VoiceState to the cpp file and hide the implementation entirely.
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Implemented GetDefaultDisplayResolution
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core/core_cpu: Replace exclusive monitor include with forward declaration
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We don't need to include this as a dependency within the header. A
regular forward declaration will suffice here.
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svc_wrap: Convert the PARAM macro into a function
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This can just be a regular function, getting rid of the need to also
explicitly undef the define at the end of the file. Given FuncReturn()
was already converted into a function, it's #undef can also be removed.
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Stubbed ActivateConsoleSixAxisSensor & StartConsoleSixAxisSensor
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gl_shader_decompiler: Avoid truncation warnings within LD_A and ST_A code
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These are internally stored as u64 values, so using u32 here causes
truncation warnings. Instead, we can just use u64 and preserve the bit
width.
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shader_decompiler: Implemented (Partialy) Control Codes and CSETP
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shader_decompiler: Asserts for Texture Instructions
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* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
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kernel/svc: Handle invalid address cases within svcArbitrateLock() and svcArbitrateUnlock()
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We already have a ResultCode constant for the case of an invalid
address, so we can just use it instead of re-rolling that ResultCode
type.
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The kernel does the equivalent of the following check before proceeding:
if (address + 0x8000000000 < 0x7FFFE00000) {
return ERR_INVALID_MEMORY_STATE;
}
which is essentially what our IsKernelVirtualAddress() function does. So
we should also be checking for this.
The kernel also checks if the given input addresses are 4-byte aligned,
however our Mutex::TryAcquire() and Mutex::Release() functions already
handle this, so we don't need to add code for this case.
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arm_interface: Remove ARM11-isms from the CPU interface
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This modifies the CPU interface to more accurately match an
AArch64-supporting CPU as opposed to an ARM11 one. Two of the methods
don't even make sense to keep around for this interface, as Adv Simd is
used, rather than the VFP in the primary execution state. This is
essentially a modernization change that should have occurred from the
get-go.
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arm_dynarmic: Correct ExclusiveWrite128()'s operation
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Previously the second half of the value being written would overwrite
the first half. Thankfully this wasn't a bug that was being encountered,
as the function is currently unused.
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Implemented (Partialy) Shader Header
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Optimized Texture Swizzling
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service/vi: Replace includes with forward declarations where applicable
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kernel/errors: Amend error code for ERR_NOT_FOUND
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This is the value returned by the kernel for svcConnectToNamedPort() if
the named port cannot be found.
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audio_core/time_stretch: Silence truncation warnings in Process()
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The SoundTouch API only accepts uint amount of samples.
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gl_shader_decompiler: Get rid of variable shadowing within LEA instructions
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These variables are already defined within an outer scope.
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services/sm: Amend error code constants
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Courtesy of @ogniK5377.
This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
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cubeb_sink: Get rid of variable shadowing within CubebSink's constructor
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The parameter of the lambda was shadowing the variable that was being
assigned to.
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kernel/svc: Handle a few error cases within memory-related functions
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The kernel caps the size limit of shared memory to 8589930496 bytes (or
(1GB - 512 bytes) * 8), so approximately 8GB, where every GB has a 512
byte sector taken off of it.
It also ensures the shared memory is created with either read or
read/write permissions for both permission types passed in, allowing the
remote permissions to also be set as "don't care".
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Part of the checking done by the kernel is to check if the given
address and size are 4KB aligned, as well as checking if the size isn't
zero. It also only allows mapping shared memory as readable or
read/write, but nothing else, and so we shouldn't allow mapping as
anything else either.
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The kernel checks if the addresses and given size is 4KB aligned before
continuing onwards to map the memory.
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The kernel checks if the given size is a multiple of 2MB and <= to 4GB
before going ahead and attempting to allocate that much memory.
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cubeb_sink: Correct context name in ListCubebSinkDevices()
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This ain't Citra.
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Port #4192 from Citra: "svc: change unknown to thread in CreateThread"
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Port #4171 from Citra: "Tests: Remove glad test OS X work-around"
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Port #4182 from Citra: "Prefix all size_t with std::"
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Implement RenderTargetFormat::BGR5A1_UNORM
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game_list_p: Take map iterator contents by const reference
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Adds a missing 'i' character that was missing in compatibility.
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We don't need to copy the whole struct in this instance, we can just
utilize a reference instead.
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yuzu/util: Antialias game list compatibility pixmaps
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We pass a hint to the QPainter instance that we want anti-aliasing on
the compatibility icons, which prevents the circles from looking fairly
jagged, and actually makes them look circular.
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Shaders: Implemented multiple-word loads and stores to and from attribute memory.
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This seems to be an optimization performed by nouveau.
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GPU: Basic implementation of the Kepler Inline Memory engine (p2mf).
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This engine writes data from a FIFO register into the configured address.
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kernel/thread: Include thread-related enums within the kernel namespace
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Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
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service: Use nested namespace specifiers where applicable
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There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
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services/pl_u: Add missing Korean font to the fallback case for shared fonts
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Previously this wasn't using the Korean font at all.
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* gl_rasterizer: use ARB_multi_bind for uniform buffers
* address feedback
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audio_core/sink_details: Change std::string parameter into std::string_view
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The given string is only ever used for lookup and comparison, so we can
just utilize a non-owning view to string data here
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yuzu/configure_gamelist: Mark combo-box strings as translatable
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Given these are shown to the user, they should be translatable.
While we're at it, also set up the dialog to automatically retranslate
the dialog along with the combo boxes if it receives a LanguageChange
event.
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We don't need to use an allocating container for these, given we know
the fixed amount of strings being used. This is just a waste of memory.
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Keeps the individual initialization of the combo boxes logically separate.
We also shouldn't be dumping this sort of thing in the constructor
directly.
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audio_core: Add audio stretching support
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This reduces clicking in output audio should we underrun.
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- Fixes a regression with Sonic Mania with ARB_texture_storage.
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pl_u: Eliminate mutable file-scope state
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Converts the PL_U internals to use the PImpl idiom and makes the state
part of the Impl struct, eliminating mutable global/file state.
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shader_decompiler: Implemented (Partially) Texture Processing Modes
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kernel/errors: Amend invalid thread priority and invalid processor ID error codes
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This is what the kernel does for an out-of-range processor ID.
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While unlikely, it does avoid constructing a std::string and
unnecessarily calling into the memory code if a game or executable
decides to be really silly about their logging.
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This should be a u64 to represent size.
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service/prepo: Move class into the cpp file
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This doesn't need to be exposed within the header and be kept in the
translation unit, eliminating the need to include anything within the
header.
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game_list: Resolve variable shadowing within LoadCompatibilityList()
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"value" is already a used variable name within the outermost ranged-for
loop, so this variable was shadowing the outer one. This isn't a bug,
but it will get rid of a -Wshadow warning.
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This way, we aren't constructing unnecessary QJsonValue instances.
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service/audio: Replace includes with forward declarations where applicable
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A few headers were including other headers when a forward declaration
can be used instead, allowing the include to be moved to the cpp file.
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Port Citra #4047 & #4052: add change background color support
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gl_rasterizer_cache: Improve accuracy of caching and copies.
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- Fixes several rendering issues with Super Mario Odyssey.
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- This was once an optimization, but we no longer need it with the cache reserve.
- This is also inaccurate.
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gl_rasterizer: Use ARB_texture_storage.
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It allows us to use texture views and it reduces the overhead within the GPU driver.
But it disallows us to reallocate the texture, but we don't do so anyways.
In the end, it is the new way to allocate textures, so there is no need to use the old way.
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hle/service: Default constructors and destructors in the cpp file where applicable
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When a destructor isn't defaulted into a cpp file, it can cause the use
of forward declarations to seemingly fail to compile for non-obvious
reasons. It also allows inlining of the construction/destruction logic
all over the place where a constructor or destructor is invoked, which
can lead to code bloat. This isn't so much a worry here, given the
services won't be created and destroyed frequently.
The cause of the above mentioned non-obvious errors can be demonstrated
as follows:
------- Demonstrative example, if you know how the described error happens, skip forwards -------
Assume we have the following in the header, which we'll call "thing.h":
\#include <memory>
// Forward declaration. For example purposes, assume the definition
// of Object is in some header named "object.h"
class Object;
class Thing {
public:
// assume no constructors or destructors are specified here,
// or the constructors/destructors are defined as:
//
// Thing() = default;
// ~Thing() = default;
//
// ... Some interface member functions would be defined here
private:
std::shared_ptr<Object> obj;
};
If this header is included in a cpp file, (which we'll call "main.cpp"),
this will result in a compilation error, because even though no
destructor is specified, the destructor will still need to be generated by
the compiler because std::shared_ptr's destructor is *not* trivial (in
other words, it does something other than nothing), as std::shared_ptr's
destructor needs to do two things:
1. Decrement the shared reference count of the object being pointed to,
and if the reference count decrements to zero,
2. Free the Object instance's memory (aka deallocate the memory it's
pointing to).
And so the compiler generates the code for the destructor doing this inside main.cpp.
Now, keep in mind, the Object forward declaration is not a complete type. All it
does is tell the compiler "a type named Object exists" and allows us to
use the name in certain situations to avoid a header dependency. So the
compiler needs to generate destruction code for Object, but the compiler
doesn't know *how* to destruct it. A forward declaration doesn't tell
the compiler anything about Object's constructor or destructor. So, the
compiler will issue an error in this case because it's undefined
behavior to try and deallocate (or construct) an incomplete type and
std::shared_ptr and std::unique_ptr make sure this isn't the case
internally.
Now, if we had defaulted the destructor in "thing.cpp", where we also
include "object.h", this would never be an issue, as the destructor
would only have its code generated in one place, and it would be in a
place where the full class definition of Object would be visible to the
compiler.
---------------------- End example ----------------------------
Given these service classes are more than certainly going to change in
the future, this defaults the constructors and destructors into the
relevant cpp files to make the construction and destruction of all of
the services consistent and unlikely to run into cases where forward
declarations are indirectly causing compilation errors. It also has the
plus of avoiding the need to rebuild several services if destruction
logic changes, since it would only be necessary to recompile the single
cpp file.
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Fixed renderdoc input/output textures not working due to multiple render targets
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This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
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* Add open-source shared fonts
* Address review comments
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* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment
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gl_rasterizer: Implement clear for non-zero render targets.
|
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- Several misc. changes to ConfigureFramebuffers in support of this.
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gl_rasterizer_cache: Only use depth for applicable texture formats.
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- Fixes an issue with Octopath Traveler leaving stale data here.
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gl_rasterizer_cache: Implement RenderTargetFormat::BGRA8_SRGB.
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- Used by Octopath Traveler (with multiple render targets).
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Remove the multi-core option from the UI
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Inline the WriteReg helper as it is called ~20k times per frame.
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This moves the hot loop into video_core. This refactoring shall reduce the CPU overhead of calling ProcessCommandList.
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This virtual function is called in a very hot spot, and it does nothing.
If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
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yuzu-cmd: fix SDL logging
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yuzu: Move compatibility list specifics to their own source files
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The compatibility list isn't modified within any of the slots connected
to this signal, so we can make it const to enforce immutability.
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Lets us keep the generic portions of the compatibility list code
together, and allows us to introduce a type alias that makes it so we
don't need to type out a very long type declaration anymore, making the
immediate readability of some code better.
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hid: Implement ReloadInputDevices
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service: Remove unused g_kernel_named_ports variable
|
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With the named port functionality all migrated over to the kernel,
there's no need to keep this around anymore.
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shader_decompiler: Implemented TMML
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GPU/DMA: Partially implemented the 'enable_2d' bit in the DMA engine.
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When not set, this tells the GPU to only use the X size when performing a DMA copy.
This is only implemented for linear->linear and tiled->tiled copies. Conversion copies still retain the assert.
This bit is unset by some games for various purposes, and by nouveau when copying the vertex buffers.
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video_core: fixed arithmetic overflow warnings & improved code style
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- Fixed all warnings, for renderer_opengl items, which were indicating a
possible incorrect behavior from integral promotion rules and types
larger than those in which arithmetic is typically performed.
- Added const for variables where possible and meaningful.
- Added constexpr where possible.
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Initial support for non-2D textures
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- Will not work for non-2d textures, and was not used anyways.
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yuzu: fix title bar display
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Previously the version number got hidden after starting a game.
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gl_rasterizer: Use baseInstance instead of moving the buffer points.
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This hopefully helps our cache not to redundant upload the vertex buffer.
# Conflicts:
# src/video_core/renderer_opengl/gl_rasterizer.cpp
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yuzu: Move GameListWorker to its own source files
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This has gotten sufficiently large enough to warrant moving it to its
own source files. Especially given it dumps the file_sys headers around
code that doesn't use it for the most part.
This'll also make it easier to introduce a type alias for the
compatibility list, so a large unordered_map type declaration doesn't
need to be specified all the time (we don't want to propagate the
game_list_p.h include via the main game_list.h header).
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* video_core: Arithmetic overflow fix for gl_rasterizer
- Fixed warnings, which were indicating incorrect behavior from integral
promotion rules and types larger than those in which arithmetic is
typically performed.
- Added const for variables where possible and meaningful.
* Changed the casts from C to C++ style
Changed the C-style casts to C++ casts as proposed.
Took also care about signed / unsigned behaviour.
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|/| |
core: Migrate current_process pointer to the kernel
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Given we now have the kernel as a class, it doesn't make sense to keep
the current process pointer within the System class, as processes are
related to the kernel.
This also gets rid of a subtle case where memory wouldn't be freed on
core shutdown, as the current_process pointer would never be reset,
causing the pointed to contents to continue to live.
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file_sys/{nca_patch, patch_manager}: Amend unnecessary/missing includes.
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Orders the elements in the initializer list in the order they're
specified in the class. This prevents compiler warnings about
initialization order.
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romfs.h doesn't need to be included in the header, the only real
dependency here is common's swap.h that needs to be included.
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These includes were previously being satisfied indirectly.
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frontend: Set swap interval to 0
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core/core: Remove unnecessary sm/controller include
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The only reason this include was necessary, was because the constructor
wasn't defaulted in the cpp file and the compiler would inline it
wherever it was used. However, given Controller is forward declared, all
those inlined constructors would see an incomplete type, causing a
compilation failure. So, we just place the constructor in the cpp file,
where it can see the complete type definition, allowing us to remove
this include.
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video_core/CMakeLists: Add missing gl_buffer_cache.h
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Without this, the header file won't show up by default within IDEs such
as Visual Studio.
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video_core/gl_buffer_cache: Minor tidying changes
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Ensures that the cache always has a deterministic initial state.
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GetHandle() internally calls GetHandle() on the stream_buffer instance,
which is a const member function, so this can be made const as well.
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Implicit conversions during construction isn't desirable here.
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gl_rasterizer: Call state.Apply only once on SetupShaders.
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IMO the old code is fine, but nvidia raises shader compiler warnings.
Trivial fix through...
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gl_rasterizer: Implement a VAO cache.
|
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This patch caches VAO objects instead of re-emiting all pointers per draw call.
Configuring this pointers is known as a fast task, but it yields too many GL
calls. So for better performance, just bind the VAO instead of 16 pointers.
|
|\ \
| | |
| | | |
shader_decompiler: Implemented IPA Properly (Stage 1)
|
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|
|\ \ \
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file_sys/submission_package: Replace includes with forward declarations where applicable
|
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Orders the elements in the sequence to match the order in which they'll
actually be initialized in.
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| | |/
| |/| |
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|\ \ \
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| | | | |
file_sys: Add support for BKTR format (Game Updates)
|
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Now display correct error instead of catch-all MissingProgramNCA
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| | | | |
Mainly, from control.nacp metadata instead of cnmt metadata
|
| | | |
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| | | | |
Fixes base game read errors
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Right now only includes Updates, but should eventually contain all of the other patches we need.
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Aggregates multiple caches into one interface
|
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Reduces code
|
| | | |
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| | | | |
Issues with block size are fixed by making all reads minimum length of 0x10
|
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|/| |
| | |
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| | | |
This is called ~3k times per frame in SMO ingame.
My laptop spends ~3ms per frame on allocating and freeing this string.
Let's just stop printing this kind of redundant information.
|
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|/|
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| | |
The idea of this cache is to avoid redundant uploads. So we are going
to cache the uploaded buffers within the stream_buffer and just reuse
the old pointers.
The next step is to implement a VBO cache on GPU memory, but for now,
I want to check the overhead of the cache management. Fetching the
buffer over PCI-E should be quite fast.
|
|\ \
| |/
|/| |
gl_shader_cache: Use an u32 for the binding point cache.
|
| |
| |
| |
| |
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| | |
The std::string generation with its malloc and free requirement
was a noticeable overhead. Also switch to an ordered_map to
avoid the std::hash call. As those maps usually have a size of
two elements, the lookup time shall not matter.
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Eliminated duplicate code and adds support for Rev1+ carts
|
| | |
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Previously only loaded from control metadata
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| | |
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|/ |
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|\
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| | |
common/logging: Minor changes
|
| |
| |
| |
| |
| |
| |
| | |
Multi-line doc comments still need the '<' after the ///, otherwise it's
treated as a regular comment and makes the original doc comment broken
in viewers, IDEs, etc. While we're at it, also fix some typos in the
comments.
|
| | |
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| | |
Implicit conversions aren't desirable here.
|
|\ \
| | |
| | | |
Optimizations
|
| | |
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| | |
| | | |
This helper is called very often. The memory ownership shall not be transfered, so just return the raw pointer.
|
| |/
| |
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| | |
subchannel is a 3 bit field. So there must not be more than 8 bound engines.
And using a hashmap for up to 8 values is a bit overpowered.
|
|\ \
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| | | |
file_sys: Allow for custom NAND/SD directories
|
| | | |
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| | | |
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| | | |
|
|\ \ \
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gl_shader_decompiler: Use used_shaders member variable directly within GenerateDeclarations()
|
| |/ /
| | |
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| | |
| | | |
Using the getter function intended for external code here makes an
unnecessary copy of the already-accessible used_shaders vector.
|
|\ \ \
| | | |
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file_sys: Replace includes with forward declarations where applicable
|
| | |/
| |/|
| | |
| | |
| | | |
Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
|
|\ \ \
| | | |
| | | | |
Update microprofile scopes.
|
| |/ /
| | |
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| | | |
Blame the subsystems which deserve the blame :)
The updated list is not complete, just the ones I've spotted on random sampling the stack trace.
|
|\ \ \
| |/ /
|/| | |
ssl: Move SSL class to cpp file
|
| | |
| | |
| | |
| | |
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| | | |
This isn't required to be visible to anything outside of the main source
file, and will eliminate needing to rebuild anything else including the
header if the SSL class needs to be changed in the future.
|
|\ \ \
| | | |
| | | | |
service: Migrate global named port map to the KernelCore class
|
| | |/
| |/|
| | |
| | |
| | |
| | | |
Now that we have a class representing the kernel in some capacity, we
now have a place to put the named port map, so we move it over and get
rid of another piece of global state within the core.
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|/ /
| |
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| | |
Eliminates the need to rebuild some source files if the file_util header
ever changes. This also uncovered some indirect inclusions, which have
also been fixed.
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|\ \
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| | | |
filesystem/maxwell_3d: Various changes to boot Project Octopath Traveller
|
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| |/ |
|
|\ \
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| | | |
Added assert for TEXS nodep
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| |/ |
|
|\ \
| | |
| | | |
yuzu: Display the unsupported GL extensions in the popup
|
| |/ |
|
|\ \
| | |
| | | |
Added better asserts to IPA, Renamed IPA modes to match mesa
|
| |/
| |
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| |
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| | |
IpaMode is changed to IpaInterpMode
IpaMode is suppose to be 2 bits not 3
Added IpaSampleMode
Added Saturate
Renamed modes based on
https://github.com/mesa3d/mesa/blob/d27c7918916cdc8092959124955f887592e37d72/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2530
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|\ \
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| | | |
Added FFMA asserts and missing fields
|
| | |
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Saturate already implemented
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Added FMUL asserts
|
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Unneeded as we already implement it
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|/
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|
| |
We don't need to do the lookup if the path is considered empty
currently.
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The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
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- Use a single cached page map.
- Fix calculation of ending page.
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* Implement BC6H_UF16 & BC6H_SF16
Require by ARMS
* correct coding style
* correct coding style part 2
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core: Make the main System class use the PImpl idiom
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core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
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| | | |
Report correct shader size.
|
| | |
| | |
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| | | |
Seems like this was an oversee in regards to 1fd979f50a9f4c21fa8cafba7268d959e3076924
It changed GLShader::ProgramCode to a std::vector, so sizeof is wrong.
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| | | |
yuzu: Show game compatibility in the game list (PR ported from Citra)
|
| | | |
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* Implement POPC
* implement invert
|
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|/| | |
gl_shader_decompiler: Improve IPA for Pass mode with Position attribute.
|
| | | |
|
|\ \ \
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| | | | |
kernel: Eliminate kernel global state
|
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| | | |
As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
|
|/ / |
|
|\ \
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| | | |
gpu: Make memory_manager private
|
| | |
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| | | |
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
|
|\ \ \
| | | |
| | | | |
gl_rasterizer: Remove unused variables
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
hle/result: Make ResultVal's move constructor as noexcept
|
| |/ /
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| | | |
Many containers within the standard library provide different behaviors
based on whether or not a move constructor/assignment operator can be
guaranteed not to throw or not.
Notably, implementations will generally use std::move_if_noexcept (or an
internal implementation of it) to provide strong exception guarantees.
If a move constructor potentially throws (in other words, is not
noexcept), then certain behaviors will create copies, rather than moving
the values.
For example, consider std::vector. When a std::vector calls resize(),
there are two ways the elements can be relocated to the new block of
memory (if a reallocation happens), by copy, or by moving the existing
elements into the new block of memory. If a type does not have a
guarantee that it will not throw in the move constructor, a copy will
happen. However, if it can be guaranteed that the move constructor won't
throw, then the elements will be moved.
This just allows ResultVal to be moved instead of copied all the time if
ever used in conjunction with containers for whatever reason.
|
|\ \ \
| |_|/
|/| | |
gl_shader_cache: Remove unused program_code vector in GetShaderAddress()
|
| |/
| |
| |
| |
| |
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| |
| | |
Given std::vector is a type with a non-trivial destructor, this
variable cannot be optimized away by the compiler, even if unused.
Because of that, something that was intended to be fairly lightweight,
was actually allocating 32KB and deallocating it at the end of the
function.
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|/ |
|
|\
| |
| | |
renderer_opengl: Implement a new shader cache.
|
| | |
|
| | |
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| | |
|
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|
|\ \
| |/
|/| |
kernel/error: Amend several error codes
|
| |
| |
| |
| |
| |
| | |
We can make this error code an alias of the resource limit exceeded
error code, allowing us to get rid of the lingering 3DS error code of
the same type.
|
| |
| |
| |
| |
| | |
We can treat this as an alias of TooLarge for documentation purposes.
This also lets us get rid of another lingering 3DS-related error code.
|
| |
| |
| |
| |
| | |
This replaces the lingering 3DS constant with the proper one, and
utilizes it within HandleTable's Create() member function.
|
| | |
|
| | |
|
|\ \
| | |
| | | |
shader_bytecode: fix SEL_IMM bitstring
|
| | | |
|
|\ \ \
| | | |
| | | | |
vfs_real: Remove unused variable in CreateDirectoryRelative()
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
file_util: Correct return value in early exit of ReadFileToString()
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
While still essentially being zero, we should be returning a numeric
value here, not a boolean typed value.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
core: Namespace all code in the arm subdirectory under the Core namespace
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
Gets all of these types and interfaces out of the global namespace.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
registered_cache: Get rid of variable shadowing in ProcessFiles()
|
| | |/ / /
| |/| | |
| | | | |
| | | | | |
Prevents compiler warnings.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
hex_util: Replace logic_errors with LOG_CRITICAL
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Makes it so malformed hex strings do not crash the entire program.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
svc: Return process title ID if queried in GetInfo()
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
We already have the variable itself set up to perform this task, so we
can just return its value from the currently executing process instead
of always stubbing it to zero.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
debug_utils: Minor individual interface changes
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Quite a bit of these aren't necessary directly within the debug_utils
header and can be removed or included where actually necessary.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids implicit conversions.
|
| | |_|_|/ / /
| |/| | | | |
| | | | | | |
| | | | | | | |
Ensures that all class members are initialized.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
PL:U Added SharedFonts loading via TTF
|
| | | | | | | | |
|
| | | | | | | |
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By having the following TTF files in your yuzu sysdata directory. You can load sharedfonts via TTF files.
FontStandard.ttf
FontChineseSimplified.ttf
FontExtendedChineseSimplified.ttf
FontChineseTraditional.ttf
FontKorean.ttf
FontNintendoExtended.ttf
FontNintendoExtended2.ttf
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
hid: Move core include to cpp file
|
| | |/ / / / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This isn't required to be in the header. Instead, directly include what
this header needs and move it to the cpp file where it belongs.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
core: Remove always true conditionals in Load()
|
| |/ / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These conditions are always true, since the outer conditional already
checks for these conditions.
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| |_|_|_|/ / /
|/| | | | | |
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Rightnow, in games use GetAvailableLanguageCodes(), there is a WriteBuffer() with size larger than the buffer_size. (Core Critical core\hle\kernel\hle_ipc.cpp:WriteBuffer:296: size (0000000000000088) is greater than buffer_size (0000000000000078))
0x88 = 17(languages) * 8
0x78 = 15(languages) * 8
GetAvailableLanguageCodes() can only support 15 languages.
After firmware 4.0.0 there are 17 supported language instead of 15, to enable this GetAvailableLanguageCodes2() need to be used.
So GetAvailableLanguageCodes() will be caped at 15 languages.
Reference:
http://switchbrew.org/index.php/Settings_services
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
|
| |/ / / / / /
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
The start and finish events should likely not be right after one another
like this, otherwise the batch will appear to complete immediately
|
|\ \ \ \ \ \ \
| |_|_|_|_|_|/
|/| | | | | | |
gl_rasterizer: Correct assertion condition in SyncLogicOpState()
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Previously the assert would always be hit, since it was the equivalent
of: array == nullptr, which is never true.
|
|\ \ \ \ \ \
| |_|_|/ / /
|/| | | | | |
filesystem: Fix typo in log message
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file_sys: Add support for NAX archives
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This is needed because the title IDs of update NCAs will not use the update title ID. The only sure way to tell is to look for a partition with BKTR crypto.
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On call to WriteKeyToFile, so that the autogenerated file can be written.
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Stored in a separate file than manual keys.
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Should make key gets marginally faster.
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Returns the file before calling parser on it.
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Helps with installed games by making the title not a hexadecimal id string, instead the name.
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Allows frontend to create registration caches for use before a game has booted.
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XTS with Nintendo Tweak will fail mysteriously if the sector size is not 0x4000. Upgrade the critical log to an assert to prevent undefined behavior.
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Fixes a bug where data lengths of less than size 0x10 will fail or have misleading return values.
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Prevents NCA-related errors from being masked into MissingProgramNCA or MissingKeyFile
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qt: Add filename and title id to window title while running
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Shaders: Added decodings for IADD3 instructions
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* Port #4013 from Citra: "Init logging sooner so we dont miss some logs on startup"
* Fix compilation
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* Added GetBootMode
Used by homebrew
* Added enum for GetBootMode
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gl_rasterizer_cache: Several improvements
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- Used by Splatoon 2.
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gl_shader_gen: Use a std::vector to represent program code instead of std::array
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Prevents implicit conversions.
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While convenient as a std::array, it's also quite a large set of data as
well (32KB). It being an array also means data cannot be std::moved. Any
situation where the code is being set or relocated means that a full
copy of that 32KB data must be done.
If we use a std::vector we do need to allocate on the heap, however, it
does allow us to std::move the data we have within the std::vector into
another std::vector instance, eliminating the need to always copy the
program data (as std::move in this case would just transfer the pointers
and bare necessities over to the new vector instance).
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gl_shader_decompiler: Implement LOP3
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* Swap "Plus" with "Minus" on the controller GUI
Major fix /s
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renderer_opengl: Namespace OpenGL code
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Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
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qt/main: Port part of citra(#3411), open savedata works
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Port #3353 from Citra: "citra-qt: Add customizable speed limit target "
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maxwell_to_gl: Implement PrimitiveTopology::Lines
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Used by Splatoon 2's debug menu.
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Port #3902 from Citra: "Add restart hotkey & menu option"
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GPU: Implemented logic ops.
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This will ASSERT if blending is enabled at the same time as logic ops.
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logging/text_formatter: Use empty braces for initializing CONSOLE_SCREEN_BUFFER_INFO instance
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The previous form of initializing done here is a C-ism, an empty set of
braces is sufficient for initializing (and doesn't potentially cause
missing brace warnings, given the first member of the struct is a COORD
struct).
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Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS …"
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- This reverts commit 3ef4b3d4b445960576f10d1ba6521580d03e3da8.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
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Should fix any compile errors
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* Added bfttf loading
We can now load system bfttf fonts from system archives AND shared memory dumps. This allows people who have installed their system nand dumps to yuzu to automatically get shared font support. We also now don't hard code the offsets or the sizes of the shared fonts and it's all calculated for us now.
* Addressed plu fixups
* Style changes for plu
* Fixed logic error for plu and added more error checks.
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vfs: Replace mode.h include with forward declarations where applicable
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Avoids the need to rebuild these source files if the mode header
changes.
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am: Utilize std::array within PopLaunchParameter()
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Gets rid of the potential for C array-to-pointer decay, and also makes
pointer arithmetic to get the end of the copy range unnecessary. We can
just use std::array's begin() and end() member functions.
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audio_core/filter: Add explicit cast to assignment in Process()
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Previously this would cause warnings about implicit conversions to s16
from a double
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Resolves a -Wlogical-op-parentheses warning.
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sdmc_factory: Remove unnecessary core include
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This doesn't require the central core header to be included, it just
needs the vfs headers.
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bit_field: Convert ToBool() into explicit operator bool
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Gets rid of a TODO that is long overdue.
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Port #4056 from Citra: "Add Clear Recent Files menu action"
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25us is far too small, and would result in std::this_thread::sleep_for
being called with this as a maximum value. This means that a guest
application that produces frames instantly would only be limited to
40 kHz.
25ms is a more appropriate value, as it allows for a 60 Hz refresh
rate while providing enough slack in the negative region.
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rasterizer_interface: Remove renderer-specific ScreenInfo type from AccelerateDraw() in RasterizerInterface
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This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
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Given we use a base-class type within the renderer for the rasterizer
(RasterizerInterface), we want to allow renderers to perform more
complex initialization if they need to do such a thing. This makes it
important to reserve type information.
Given the OpenGL renderer is quite simple settings-wise, this is just a
simple shuffling of the initialization code. For something like Vulkan
however this might involve doing something like:
// Initialize and call rasterizer-specific function that requires
// the full type of the instance created.
auto raster = std::make_unique<VulkanRasterizer>(some, params);
raster->CallSomeVulkanRasterizerSpecificFunction();
// Assign to base class variable
rasterizer = std::move(raster)
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romfs_factory, service/filesystem: Use forward declarations where applicable
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Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
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Avoids the need to rebuild whatever includes the romfs factory header if
the loader header ever changes. We also don't need to include the main
core header. We can instead include the headers we specifically need.
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Shaders: Implement depth writing in fragment shaders.
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We'll write <last color output reg + 2> to gl_FragDepth.
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renderer_opengl: Use LOG_DEBUG for GL_DEBUG_SEVERITY_NOTIFICATION and GL_DEBUG_SEVERITY_LOW logs
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LOG_TRACE is only enabled on debug builds which can be quite slow when
trying to debug graphics issues. Instead we can log the messages to the
debug log, which is available on both release and debug builds.
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Rasterizer: Use PBOs to reinterpret texture formats when games re-use the same memory.
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gl_stream_buffer: Add missing header guard
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Prevents potential compilation errors from occuring due to multiple
inclusions
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telemetry_session: Don't allocate std::string instances for program lifetime in GetTelemetryId() and RegenerateTelemetryId()
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Given these functions aren't intended to be used frequently, there's no
need to keep the std::string instances allocated for the whole lifetime
of the program. It's just a waste of memory.
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gl_shader_decompiler: Implement TextureCube/Texture3D for TEX/TEXS.
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Shaders: Write all the enabled color outputs when a fragment shader exits.
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We were only writing to the first render target before.
Note that this is only the GLSL side of the implementation, supporting multiple render targets requires more changes in the OpenGL renderer.
Dual Source blending is not implemented and stuff that uses it might not work at all.
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Shaders: Fixed texture coordinates in TEX with Texture2D
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The X and Y coordinates should be in gpr8 and gpr8+1, respectively.
This fixes the cutscene rendering in Sonic Mania.
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acc/profile_manager: General cleanup
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This is only used in a shared_ptr, so we can forward declare it.
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We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
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Arranges them in the order the members would be initialized
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This is no longer used, so it can be removed.
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Makes it a little bit more self-documenting.
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Given the source and destination types are the same std::array type, we
can simply use regular assignment to perform the same behavior.
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Avoids the need to repeatedly specify the whole array type in multiple
places.
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ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
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This doesn't modify the passed in array, so this can be a const
reference.
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This can just be constexpr like the others
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We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
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This avoids needing to dump the contents of <random> into other files
that include the profile manager header.
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Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
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filesystem: Add support for loading of system archives
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common/telemetry: Migrate core-independent info gathering to common
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Previously core itself was the library containing the code to gather
common information (build info, CPU info, and OS info), however all of
this isn't core-dependent and can be moved to the common code and use
the common interfaces. We can then just call those functions from the
core instead.
This will allow replacing our CPU detection with Xbyak's which has
better detection facilities than ours. It also keeps more
architecture-dependent code in common instead of core.
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GLRasterizer: Implemented instanced vertex arrays.
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Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions.
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Shaders/TEXS: Write to the correct output register when swizzling.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Shaders: Use the correct shader type when sampling textures.
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It is unknown how TLD4S determines the sampler type, more research is needed.
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Different sampler types have their parameters in different registers.
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Added CheckFreeCommunicationPermission
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This fixes save files not loading in splatoon 2
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New account backend to allow for future extended support
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This commit verified working on puyo
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Implemented RGBA8_UINT
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Needed by kirby
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Avoids potentially leaving this variable uninitialized based off the
loader failing to retrieve the ID value.
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Shaders: Corrected the 'abs' and 'neg' bit usage in the float arithmetic instructions.
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We should definitely audit our shader generator for more errors like this.
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Shader: Remove an unneeded assert, the negate bit is implemented for conversion instructions.
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Shaders/TEXS: Fixed the component mask in the TEXS instruction.
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Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
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Added WrapMode MirrorOnceClampToEdge
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Used by splatoon 2
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Shaders: Implemented a stack for the SSY/SYNC instructions.
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The SSY instruction pushes an address into the stack, and the SYNC instruction pops it. The current stack depth is 20, we should figure out if this is enough or not.
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Shaders: Added decodings for the LDG and STG instructions.
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Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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The mode can be used to set the predicate to true depending on the result of the logic operation. In some cases, this means discarding the result (writing it to register 0xFF (Zero)).
This is used by Super Mario Odyssey.
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gl_rasterizer_cache: Remove asserts for supported blits.
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renderer_opengl: Treat OpenGL errors as critical.
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* Used by Mario Tennis Aces
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core: Delete System copy/move constructors and assignment operators
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Prevents potentially making copies or doing silly things by accident
with the System instance, particularly given our current core is
designed (unfortunately) around one instantiable instance.
This will prevent the accidental case of:
auto instance = System::Instance();
being compiled without warning when it's supposed to be:
auto& instance = System::Instance();
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qt/main: Get rid of compilation warnings
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We can change this into an early-return if the filename is empty.
There's no need to include all of the code within the if statement.
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This is user-facing text, so it should be marked as translatable by Qt.
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Gets rid of truncation warnings about conversion to int. While we're at
it, we can also de-hardcode the buffer size being used.
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Implement GetDefaultDisplayResolutionChangeEvent
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Require by Toki Tori and Toki Tori 2+
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Rasterizer: Manually implemented instanced rendering.
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We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
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dynarmic: Update to 550d662
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550d662 load_store_exclusive: Define s == t state to be Constraint_NONE
0b69381 A64/translate: Allow for unpredictable behaviour to be defined
6d236d4 system: Implement MRS CNTFRQ_EL0
6cbb6fb A32/testenv: Add missing headers
6729328 externals: Update xbyak to v5.67
1812bd2 Squashed 'externals/xbyak/' changes from 2794cde7..671fc805
9a95802 externals: Document subtrees
714a840 A64: Implement SQ{ADD, SUB}, and UQ{ADD, SUB}'s vector variants
8cab459 A64: Implement UQADD/UQSUB's scalar variants
18a8151 ir: Add opcodes for unsigned saturating add and subtract
a5660ee x64/reg_alloc: Use type alias for array returned by GetArgumentInfo()
29489b5 ir/value: Use type alias CoprocessorInfo for std::array<u8, 8>
e23ba26 status_register_access: Add support for bits 0 and 1 of mask to MSR
55190bd fuzz_with_unicorn: Split utility functions into fuzz_util
23b049d A32/translate/load_store: Correct detection of writeback
7ec9f15 A32/translate: Add TranslateSingleInstruction
efeecb4 A32/ir_emitter: Bug fix: IREmitter::ExceptionRaised using incorrect opcode
08d1d19 A32/decoders: Split instruction list into include file
2d929cc tests: Refactor unicorn_emu to allow for A32 unicorn
f672368 microinstruction: Improve assert messages
7ebff50 emit_x64_vector: EmitVectorNarrow16: AVX512 implementation
edce230 emit_x64_vector: EmitVectorNarrow32: prefer pblendw to loading constant
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gl_rasterizer_cache: Treat Depth formats differently from DepthStencil.
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common: Namespace hex_util.h/.cpp
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It's in the common code, so it should be under the Common namespace like
everything else.
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loader/{nca, xci}: Remove unnecessary includes and unused member variables
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Many of these aren't necessary and will cause this file to be required
to be recompiled whenever any changes to those files are made, which
lengthens compile times for no reason.
This also removes an unused metadata variable from AppLoader_XCI
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file_sys: Add support for registration format
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Fix logic in RealVfsFilesystem Create methods
Remove magic numbers
Fix regex errors
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Avoids unnecessary rebuilds of control data on every layer of recursion in AddFstEntriesToGameList
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Instead of defaulting to VfsRawCopy
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Prompts for title type on NCA files.
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Manages NAND NCA get and install.
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Fixes bugs with calling CreateFile when the immediate directory does not exist.
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Creates and stores RegisteredCaches for user and system NAND, as creation of a RegisteredCache is expensive.
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i.e. Load the concatenated 00+01 if 01 exists as well. Needed for split NAND NCAs.
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Needed to avoid mismatch filetype warnings on split NAND NCAs
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Move to hex_util.h in common
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lm: Handle threads and modules within the logger
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Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
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The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
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loader: Make ResultStatus directly compatible with fmt
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We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
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Core::CoreTiming: add UnscheduleEventThreadsafe
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sm/controller: Correct return value of QueryPointerBufferSize
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This should be returning a u16 according to Switch Brew.
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Shaders: Implemented I2F_C and F2I_C, along with the negation bits of the conversion instructions.
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kernel/server_session: Add IsSession() member function
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Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
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gl_rasterizer_cache: Add RGBA16U to PixelFormatFromTextureFormat.
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- Used by Breath of the Wild.
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maxwell_to_gl: Properly handle UnsignedInt/SignedInt sizes.
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gl_rasterizer: Fix upload size for constant buffers.
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gl_shader_decompiler: Several fixes for indirect constant buffer loads.
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gl_rasterizer_cache: Implement G8R8S format.
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- Used by Super Mario Odyssey.
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emu_window: Ensure WindowConfig members are always initialized
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Previously we weren't always initializing all members of the struct.
Prevents potentially wonky behavior from occurring.
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loader: Remove address mapping remnants from citra
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These mappings are leftovers from citra and don't apply to the Switch.
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kernel/svc: Log svcBreak parameters
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Given if we hit here all is lost, we should probably be logging the
break reason code and associated information to distinguish between the
causes.
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common/xbyak_abi: Mark defined functions in header as inline
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Avoids potential One Definition Rule violations when these are used in
the future.
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Require by Zelda Breath Of The Wild
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common/misc: use windows.h
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linux-mingw does not really like this.
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mm_u: Move interface class into the cpp file
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Ensures both variants go through the same interface, and while we're at
it, add Finalize to provide the inverse of Initialize for consistency.
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Now if changes are ever made to the behavior of the class, it doesn't
involve rebuilding everything that includes the mm_u header.
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These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
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audout_u: Correct IAudioOut initializer list order
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Orders elements in the precise order they'll be initialized.
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Fix BC7U
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renderer_opengl: Implement RenderTargetFormat::RGBA16_UNORM.
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- Used by Breath of the Wild.
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The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
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Added missing channel devices
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Implement RG32UI and R32UI
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Needed for xenoblade
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audio_core: Interpolate
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arm_dynarmic: Remove IsExecuting check from PrepareReschedule
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No longer required. HaltExecution is a no-op if it is not currently executing.
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maxwell_to_gl: Implement VertexAttribute::Size::Size_8.
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- Used by Breath of the Wild.
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vfs: Use sanitized paths within MoveFile() and MoveDirectory()
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Previously these were being unused (or partially unused). While we're at
it, use better naming to make it visibly obvious which variant of the
path is being used.
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card_image: Simplify return statement of GetSubdirectories()
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We have the aliases, so we may as well use 'em.
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We don't need to write out the construction long-form, we can just let
the language itself work it out off the return type.
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kernel/object: Tighten object against data races
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Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
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- Used by Breath of the Wild.
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renderer_opengl: Implement RenderTargetFormat::RG8_UNORM.
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- Used by Breath of the Wild.
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- Used by Breath of the Wild.
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Use an approximated amortized amount of ticks when advancing timing.
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We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
|
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The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
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scheduler: Make HaveReadyThreads() a const member function
|
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This function doesn't modify instance state, so the const qualifier can
be added to it.
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These don't directly modify the contained data.
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Fixed a bunch of race conditions when running in multicore mode.
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Another thread may write to this variable while the core in question is in the middle of checking for a reschedule request.
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Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
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Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
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WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
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Kernel/Mutex: Don't duplicate threads in the mutex waiter list.
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Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
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gl_shader_decompiler: Implement XMAD instruction.
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Makes it consistent with the other VFS interfaces and prevents implicit
construction.
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struct should be used when the data type is very simple or otherwise has
no invariants associated with it. Given these are used to form a
hierarchy, class should be used instead.
|
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| | | | | | | | | |
Fixed invalid cast in loader
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GetMessageForResultStatus takes a u16, not a size_t.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
cubeb_sink: Protect queue with a mutex
|
| | |_|_|/ / / /
| |/| | | | | | |
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|\ \ \ \ \ \ \ \
| |/ / / / / / /
|/| | | | | | | |
GetAudioDeviceServiceWithRevisionInfo (Used by Bloodstained: Curse of the Moon)
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| |/| | | | |
| | | | | | |
| | | | | | | |
As we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
Added GetAudioRendererSampleRate, GetAudioRendererSampleCount & GetAudioRendererMixBufferCount
|
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| |/| | | | |
| | | | | | |
| | | | | | | |
GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
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| | | | | | | |
| | | | | | | | |
hid: Stub DisconnectNpad()
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| | | | | | | |
| | | | | | | | |
Prevents clang-format from butchering them.
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| | |_|/ / / /
| |/| | | | |
| | | | | | |
| | | | | | | |
This is required by ARMS.
|
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Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
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| |_|/ / / /
|/| | | | |
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| | | | | | |
Please see https://github.com/citra-emu/citra/pull/3666 for more details.
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|/ / / / / |
|
|\ \ \ \ \
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| | | | | | |
Stub UpdateUserPresence
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| |/ / / /
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| | | | |
| | | | | |
Needed for Retro City Rampage to go in game
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|/ / / / |
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|\ \ \ \
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| | | | | |
Several Friend service fixes
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| | | | | |
- Used by Splatoon 2.
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|\ \ \ \ \
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core: Namespace EmuWindow
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| |/ / / /
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| | | | |
| | | | | |
Gets the class out of the global namespace.
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gl_rasterizer: Silence implicit truncation warning in SetupShaders()
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| |/ / / /
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| | | | |
| | | | |
| | | | | |
Previously this would warn of truncating a std::size_t to a u32. This is
safe because we'll obviously never have more than UINT32_MAX amount of
uniform buffers.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
GPU/Maxwell3D: Implemented an alternative set of blend factors.
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| |/ / / /
| | | | |
| | | | |
| | | | | |
These are used by nouveau and some games like SMO.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
RasterizerGL: Ignore invalid/unset vertex attributes.
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
This should make the es2gears example not crash anymore.
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|/ / / /
| | | |
| | | |
| | | | |
- Used by Go Vacation
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|\ \ \ \
| | | | |
| | | | | |
gl_shader_decompiler: Improve handling of unknown input/output attributes.
|
| | | | | |
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|\ \ \ \ \
| | | | | |
| | | | | | |
Implement render target formats RGBA8_SNORM and RG8_SNORM.
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| | | | | |
| | | | | |
| | | | | |
| | | | | | |
- Used by Super Mario Odyssey.
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| |/ / / /
| | | | |
| | | | |
| | | | | |
- Used by Super Mario Odyssey.
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|\ \ \ \ \
| | | | | |
| | | | | | |
loader: Add more descriptive errors
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
clang-format fix
|
| | | | | |
| | | | | |
| | | | | | |
Full list of new errors and descriptions in core/loader/loader.h
|
|\ \ \ \ \ \
| |_|/ / / /
|/| | | | | |
GPU/Shader: Implemented SSY and SYNC as a set_target/jump pair.
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| | | | | |
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SSY sets the target label to jump to when the SYNC instruction is executed.
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video_core: Get rid of global variable g_toggle_framelimit_enabled
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| | | | | | |
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Instead, we make a struct for renderer settings and allow the renderer
to update all of these settings, getting rid of the need for
global-scoped variables.
This also uncovered a few indirect inclusions for certain headers, which
this commit also fixes.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This is entirely unused and can be removed.
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| | |_|_|_|/
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| | | | | |
| | | | | |
| | | | | | |
Currently we only have an OpenGL renderer, so this is unused in code
(and occupies the Renderer identifier in the VideoCore namespace).
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video_core: Use variable template variants of type_traits interfaces where applicable
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| | | | | | | |
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| |_|/ / / /
|/| | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
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| | | | | |
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* Implement R16S & R16UI & R16I RenderTargetFormats & PixelFormats
Do a separate function in order to get Bytes Per Pixel of DepthFormat
Apply the new function in gpu.h
delete unneeded white space
* correct merging error
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| | | | | |
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Silences a warning about truncating from size_t to u32
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| | | | | |
| | | | | |
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We don't need to use a heap-allocated std::vector here, given we
explicitly know the bounds.
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|/| | | |
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This is called automatically anyways.
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- Used by Super Mario Odyssey.
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- Used by Super Mario Odyssey.
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gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
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| |/ / / / |
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|\ \ \ \ \
| | | | | |
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Revert "gl_state: Temporarily disable culling and depth test."
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| |/| | | |
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|/ / / / |
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| |/ / /
|/| | | |
gl_rasterizer_cache: Add bounds checking for gl_buffer copies.
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core: Make function reference parameters const where applicable
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| | | | |
| | | | |
| | | | |
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This is simply copied by value, so there's no need to make it a
modifiable reference.
While we're at it, make the names of the parameters match its
definition.
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This function doesn't modify anything within the reference Thread
instance.
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common/logging: Add missing service log categories
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These weren't added when the services were introduced.
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fsp_srv: Emplace entries first when building index instead of emplacing last
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| | | | | | |
| | | | | | |
| | | | | | |
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Given elements inserted into a vector are zeroed out, we can just copy
MAX_LEN - 1 elements and the data will already be properly null
terminated.
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| |/ / / / /
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The current way were doing it would require copying a 768 character
buffer (part of the Entry struct) to the new element in the vector.
Given it's a plain array, std::move won't eliminate that.
Instead, we can emplace an instance directly into the destination buffer
and then fill it out, avoiding the need to perform any unnecessary
copies.
Given this is done in a loop, we can request the destination to allocate
all of the necessary memory ahead of time, avoiding the need to
potentially keep reallocating over and over on every few insertions into
the vector.
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gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
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| | | | | | |
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Avoids potentially perfoming multiple reallocations when we know the
total amount of memory we need beforehand.
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|\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
vfs: Add VfsFilesystem and fix RealVfs* implementations
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| | | | | | | |
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|\ \ \ \ \ \ \
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maxwell_3d: Ignore macros that have not been uploaded yet.
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| | |_|_|/ / /
| |/| | | | |
| | | | | | |
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- Used by Super Mario Odyssey (in game).
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| | | | | | |
| | | | | | |
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* Implement BC5/DXN2 (#996)
- Used by Kirby Star Allies.
* Implement BC5/DXN2 SNORM
UNORM for Kirby Star Allies
SNORM for Super Mario Odyssey
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|/| | | | |
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A range-based for loop can't be used when the container being iterated
is also being erased from.
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gl_shader_decompiler: Declare predicates on use.
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| | | | | | |
- Used by Super Mario Odyssey (when going in game).
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gl_rasterizer_cache: Use std::vector::assign vs resize() then copy for the non-tiled case
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| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
It's generally easier to follow code using conditionals that operate in
terms of the true case followed by the false case (no chance of
overlooking the exclamation mark).
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| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
resize() causes the vector to expand and zero out the added members to
the vector, however we can avoid this zeroing by using assign().
Given we have the pointer to the data we want to copy, we can calculate
the end pointer and directly copy the range of data without the
need to perform the resize() beforehand.
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| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This is only ever read from, so we can make the data it's pointing to
const.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Implement VertexAttribute::Size::Size_16_16_16_16 and PrimitiveTopology::Points.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
- Used by Super Mario Odyssey (in game).
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| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
- Used by Super Mario Odyssey (in game).
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gl_rasterizer: Do not render when no render target is configured.
|
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| | | | | | |
| | | | | | | |
- Used by Super Mario Odyssey.
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| | | | | | |
| | | | | | | |
- Used by Kirby Star Allies.
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|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
common/color: Minor cleanup
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
These are just superfluous and not necessesary
|
| | |_|_|/ / /
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| | | | | | |
| | | | | | |
| | | | | | | |
Gets rid of type punning via reinterpret_cast within functions. Instead,
we use memcpy to transfer the contents across types.
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
gl_rasterizer_cached: Implement RenderTargetFormat::B5G6R5_UNORM.
|
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| | | | | | | |
| | | | | | | |
| | | | | | | | |
- Used by Super Mario Odyssey.
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|\ \ \ \ \ \ \ \
| |_|_|_|/ / / /
|/| | | | | | | |
vector_math: Use variable template version of is_signed in Vec classes
|
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | | |
Same behavior, less code
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | | |
gl_shader_decompiler: Stub input attribute Unknown_63.
|
| | |/ / / / /
| |/| | | | | |
|
|\ \ \ \ \ \ \
| |_|_|_|/ / /
|/| | | | | | |
Service/Account: stub LoadImage function
|
| | |_|_|_|/
| |/| | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
gl_shader_decompiler: Let OpenGL interpret floats.
|
| | |/ / / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
- Accuracy is lost in translation to string, e.g. with NaN.
- Needed for Super Mario Odyssey.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
maxwell_3d: Use correct const buffer size and check bounds.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
- Fixes mem corruption with Super Mario Odyssey and Pokkén Tournament DX.
|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
nvhost_gpu: Don't over copy IoctlSubmitGpfifo.
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
gpu: Add R11G11B10_FLOAT to RenderTargetBytesPerPixel.
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
- Used by Super Mario Odyssey.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
maxwell_to_gl: Implement VertexAttribute::Size::Size_8_8.
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
am: Stub SetScreenShotImageOrientation.
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
- Used by Super Mario Odyssey.
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
renderer_opengl: Use trace log in a few places.
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
common: Convert type traits templates over to variable template versions where applicable
|
| |/ / /
| | | |
| | | |
| | | | |
Uses the C++17 inline variable variants
|
|\ \ \ \
| | | | |
| | | | | |
Add Icons and Metadata Support
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
vector_math: Minor cleanups
|
| | | | | | |
|
| | | | | | |
|
| | |/ / /
| |/| | | |
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
nvdrv: Get rid of global std::weak_ptr
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Rather than use global state, we can simply pass the instance into the
NVFlinger instance directly.
|
|\ \ \ \
| | | | |
| | | | | |
externals: Update catch to 2.3.0
|
| |/ / /
| | | |
| | | |
| | | | |
Updates the library from 2.2.3 to 2.3.0
|
|\ \ \ \
| | | | |
| | | | | |
hle: Remove unused romfs.cpp/.h
|
| |/ / /
| | | |
| | | |
| | | | |
These files are no longer used, so we can get rid of them.
|
|\ \ \ \
| | | | |
| | | | | |
acc: Add missing function table entries for GetUserCount
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Given this is stubbed within the common module in
5ac7b84, it should be added to the other relevant tables as well.
|
|/ / / / |
|
| | | |
| | | |
| | | | |
- Used by Pokken Tournament DX.
|
|\ \ \ \
| |/ / /
|/| | | |
file_util: Avoid sign-conversions in WriteArray() and ReadArray()
|
| | | |
| | | |
| | | |
| | | | |
Prevents compiler warnings.
|
|\ \ \ \
| | | | |
| | | | | |
Lowered down the logging for command processor methods
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
* Changed the sRGB pixel format return
* Add a message about SRGBA -> RGBA conversion
|
|\ \ \ \ \
| | | | | |
| | | | | | |
content_archive: Add support for titlekey cryptography
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
nvflinger: Correct typo in name of composition event
|
| | |_|_|/ /
| |/| | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
services/hid: Add ActivateNpadWithRevision() to the hid function info array
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Updated based off the information on Switch Brew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/apm: Add the apm:sys service
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Adds the basic skeleton of the apm:sys service based off the information
on Switch Brew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
qt/hotkey: Get rid of global hotkey map instance
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Instead, we make a proper registry class and house it within the main
window, then pass it to whatever needs access to the loaded hotkeys.
This way, we avoid a global variable, and don't need to initialize a
std::map instance before the program can do anything.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
nvflinger: Use std::string_view in OpenDisplay()
|
| | | | | | | |
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We don't need to use a std::string here, given all that's done is
comparing the character sequence against another. This allows passing
regular const char* without needing to heap allocate.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/time: Amend command IDs of ToPosixTime() and ToPosixTimeWithMyRule()
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Updates the ID of these based off the information on Switch Brew.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Make building cubeb optional
|
| |/ / / / / |
|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
nvdrv: Get rid of indirect inclusions
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
The only reason this wasn't a compilation error is because we use
little-endian systems.
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service: Add usb services
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
Adds basic skeleton for the usb services based off the information provided by Switch Brew.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
client_port: Make all data members private
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
These members don't need to be entirely exposed, we can instead expose
an API to operate on them without directly needing to mutate them
We can also guard against overflow/API misuse this way as well, given
active_sessions is an unsigned value.
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|/ / / / |
|
|\ \ \ \
| | | | |
| | | | | |
loader: Make AppLoader_NCA rely on directory loading code
|
| | |_|/
| |/| |
| | | | |
Eliminates duplicate code shared between their Load methods, after all the only difference is how the romfs is handled.
|
|\ \ \ \
| | | | |
| | | | | |
game_list: Use QString::fromStdString() where applicable instead of c_str()
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
We can just use the file interfaces that Qt provides to prevent needing
to convert to std::string.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The codec used by Qt for const char* and std::string don't necessarily
have to be the same depending on locale. Therefore, we should be using
the correct functions to do the conversions.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
* GDBStub works with both Unicorn and Dynarmic now
* Tidy up
|
|\ \ \ \ \
| | | | | |
| | | | | | |
game_list: Join declarations and assignments in onTextChanged()
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
There's no need to keep these separate from one another.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
qt/main: Collapse if statement in UpdateRecentFiles()
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This was intermixing signed and unsigned values when they could all just
be signed.
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Given the function accepts a boolean, we don't need to use an if
statement here and repeat ourselves.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
qt: Don't show error dialog when canceling the Load Folder dialog
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Previously, when canceling out of the Load Folder dialog, a user would
get an error dialog about the selected folder not containing a main
file, however, by canceling out of the dialog, no selection was actually
made.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
qt: Minor cleanup-related changes
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
These occur automatically without the need to call them. While we're at
it, also std::move the QString instance into its member variable.
|
| | | | | | |
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Makes code consistent with our style of defaulting special member
functions where applicable.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
kernel/event: Make data members private
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Instead we can simply provide accessors to the required data instead of
giving external read/write access to the variables directly.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
gl_rasterizer_cache: Avoid superfluous surface copies.
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
core_timing: Make GetGlobalTimeUs() return std::chrono::microseconds
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
ms is shorthand for milliseconds, not microseconds, and given there's no
comment indicating that this was intentional, it probably wasn't.
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
Enforces the time unit being returned and also allows using the standard
time utilities to manipulate it.
|
| |_|/ / /
|/| | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
In OnMenuRecentFile() we don't need to construct a QFileInfo instance
just to check if a file exists, we can just use the static member
function to do that (which Qt's documentation also notes as quicker than
constructing an instance).
In UpdateUITheme(), we just want to try and open the file and check the
success of that operation. Technically speaking, between the existence
check and the open call, the file can be deleted or moved, but still
appear to succeed in code. i.e.
1. Existence check -> Returns true
2. File is moved/deleted
3. Open is called, the return value of which isn't checked
4. Nonsense behavior
This way we combine the existence check and the open into one.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
memory: Correct prototype of ZeroBlock
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Keeps the code consistent.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Previously, the prototype wasn't matching the definition, which has a
Processor parameter before the destination address.
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
These aren't necessary, as value-wise const only matters in the
definition.
|
| |/ / /
|/| | | |
|
|\ \ \ \
| | | | |
| | | | | |
core_timing: Use transparent functors where applicable
|
| | | | |
| | | | |
| | | | |
| | | | | |
Makes the alias a little more readable from left-to-right.
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | | |
Gets rid of the need to hardcode the type in multiple places. This will
now be deduced automatically, based off the elements in the container
being provided to the algorithm.
|
|\ \ \ \
| | | | |
| | | | | |
gdbstub: Minor changes
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Rather than having to type out the full std::map type signature, we can
just use a straightforward alias. While we're at it, rename
GetBreakpointList to GetBreakpointMap, which makes the name more
accurate. We can also get rid of unnecessary u64 static_casts, since
VAddr is an alias for a u64.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Keeps everything under the same namespace. While we're at it, enclose
them all within an inner anonymous namespace.
|
| | | | |
| | | | |
| | | | |
| | | | | |
In all cases, a virtual address is being passed in, not a physical one.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
address_arbiter: Return by value from GetThreadsWaitingOnAddress()
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
In all cases the vector being supplied is empty, so we can just return
by value in these instances.
|
|\ \ \ \ \
| |_|/ / /
|/| | | | |
Implement audren audio output
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
gl_shader_decompiler: Fix TEXS mask and dest.
|
| | |/ /
| |/| | |
|
|\ \ \ \
| |/ / /
|/| | | |
video_core: Eliminate the g_renderer global variable
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
All calling code assumes that the rasterizer will be in a valid state,
which is a totally fine assumption. The only way the rasterizer wouldn't
be is if initialization is done incorrectly or fails, which is checked
against in System::Init().
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
We move the initialization of the renderer to the core class, while
keeping the creation of it and any other specifics in video_core. This
way we can ensure that the renderer is initialized and doesn't give
unfettered access to the renderer. This also makes dependencies on types
more explicit.
For example, the GPU class doesn't need to depend on the
existence of a renderer, it only needs to care about whether or not it
has a rasterizer, but since it was accessing the global variable, it was
also making the renderer a part of its dependency chain. By adjusting
the interface, we can get rid of this dependency.
|
|\ \ \ \
| | | | |
| | | | | |
gl_rasterizer: Fix glVertexAttribFormat for integers
|
| | | | | |
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
service: Add arp services
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton of the arp services based off the information
provided by Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
core/crypto: Minor changes
|
| | | | |
| | | | |
| | | | |
| | | | | |
These functions should only be given trivially-copyable types.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
This function doesn't directly depend on class state, so it can be
hidden entirely from the interface in the cpp file.
|
| | | | |
| | | | |
| | | | |
| | | | | |
This doesn't modify member state, so it can be made const.
|
| | | | | |
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
The benefit of std::string_view comes from the idea of avoiding copies
(essentially acting as a non-owning view), however if we're just going
to copy into a local variable immediately, there's not much benefit
gained here.
|
|/ / /
| | |
| | |
| | |
| | | |
These don't do anything within .cpp files (we don't include cpp files,
so...)
|
|\ \ \
| | | |
| | | | |
XCI and Encrypted NCA Support
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
|\ \ \ \
| |_|/ /
|/| | | |
gl_shader_manager: Amend sign differences in an assertion comparison in SetShaderUniformBlockBinding()
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This lets us indent the majority of the code and places the error case
first.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Ensures both operands have the same sign in the comparison.
While we're at it, we can get rid of the redundant casting of ub_size to
an int. This type will always be trivial and alias a built-in type (not
doing so would break backwards compatibility at a standard level).
|
|\ \ \ \
| | | | |
| | | | | |
video_core: Remove unimplemented Start() function prototype
|
| | | | |
| | | | |
| | | | |
| | | | | |
Given this has no definition, we can just remove it entirely.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
memory: Remove unused GetSpecialHandlers() function
|
| | |/ / /
| |/| | |
| | | | |
| | | | | |
This is just unused code, so we may as well get rid of it.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
kernel/process: Use accessors instead of class members for referencing segment array
|
| | | | | | |
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Using member variables for referencing the segments array increases the
size of the class in memory for little benefit. The same behavior can be
achieved through the use of accessors that just return the relevant
segment.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
kernel/thread: Fix potential crashes introduced in 26de4bb5
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
This amends cases where crashes can occur that were missed due to the
odd way the previous code was set up (using 3DS memory regions that
don't exist).
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
gl_shader_decompiler: Remove unused variable in GenerateDeclarations()
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
This variable was being incremented, but we were never actually using
it.
|
|\ \ \ \
| | | | |
| | | | | |
core/memory: Get rid of 3DS leftovers
|
| | | | |
| | | | |
| | | | |
| | | | | |
Removes leftover code from citra that isn't needed.
|
| |/ / /
|/| | |
| | | |
| | | | |
This function doesn't modify class state, so it can be made const.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
sink_details: std::move std::function instances
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
We can just use type aliases to avoid needing to write the same long
type twice
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Given std::function is allowed to potentially allocate, these should be
std::move'd to prevent potential reallocation (should that ever happen).
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service: Add migration services
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Adds the basic skeleton for the mig:usr service based off information
provided by Switch Brew.
|
|\ \ \ \ \ \
| |_|_|/ / /
|/| | | | | |
math_util: Always initialize members of Rectangle
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
Prevents potentially using the members uninitialized.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
video_core: Make global EmuWindow instance part of the base renderer …
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Makes the global a member of the RendererBase class. We also change this
to be a reference. Passing any form of null pointer to these functions
is incorrect entirely, especially given the code itself assumes that the
pointer would always be in a valid state.
This also makes it easier to follow the lifecycle of instances being
used, as we explicitly interact the renderer with the rasterizer, rather
than it just operating on a global pointer.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
kernel: Move object class to its own source files
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
kernel/thread: Minor changes
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Avoids using a u32 to compare against a range of size_t, which can be a
source of warnings. While we're at it, compress a std::tie into a
structured binding.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This function only reads the data being referenced, it doesn't modify
it, so we can turn the reference into a const reference.
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
This function isn't used outside of this translation unit, so we can
make it internally linked.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
input_common: minor changes
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Avoids unnecessary atomic reference count increments and decrements
|
| |/ / / / / |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
yuzu: Use Qt 5 signal/slots where applicable
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Makes the signal/slot connections type-safe instead of string-based.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
kernel/vm_manager: Minor changes
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Makes our immutable state explicit.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
These two variables correspond to address ranges.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
vfs_vector: Minor changes
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This wasn't being used for anything, so it can be removed.
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
The lambda elements should be taken by const reference here, and we can
move the virtual directory passed to ReplaceFileWithSubdirectory()
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Avoids performing unnecessary copies of 65560 byte sized ShaderSetup
instances, considering it's only used as part of lookup and not
modified.
Given the parameters were already const, it's likely taking these
parameters by reference was intended but the ampersand was forgotten.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
hw: Remove unused files
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
None of these files are used in any meaningful way. They're just
leftovers from citra. Also has the benefit of getting rid of an unused
global variable.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
gl_state: Make texture_units a std::array
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
Gets rid of the use of a raw C array.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service/ns: Add missing ns services
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Implements the basic skeleton of ns:am2, ns:ec, ns:rid, ns:rt, ns:su,
ns:vm, and ns:web based off the information provided by Switch Brew and
SwIPC.
|
| | | | | | |
|
|\ \ \ \ \ \
| |_|/ / / /
|/| | | | | |
service: Add the psc services
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
PCV isn't the parental control service.
|
| | |/ / /
| |/| | |
| | | | |
| | | | |
| | | | | |
Adds the basic skeleton for the psc services based off the information
provided by Switch Brew.
|
|/ / / /
| | | |
| | | |
| | | |
| | | | |
This makes the Buffer::Tag usage consistent with the Stream class's
prototype of GetTagsAndReleaseBuffers().
|
|\ \ \ \
| | | | |
| | | | | |
service: Add capture services
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton for the capture services based off information
provided by Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
lm: Amend name of ILogger
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Previously this was being registered with the name "Logger". While we're
at it, also change the name of the class to match it.
|
|\ \ \ \
| | | | |
| | | | | |
service/filesystem: Add fsp:ldr and fsp:pr services
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton for the remaining fsp services based off
information provided by Switch Brew.
|
|/ / /
| | |
| | |
| | |
| | | |
Adds the basic skeleton for the remaining pcv-related services based off
information on Switch Brew.
|
| | | |
|
|\ \ \
| |/ /
|/| | |
kernel/thread: Remove unimplemented function prototype
|
| | |
| | |
| | |
| | |
| | | |
Given there's no implementation, we may as well remove the code
entirely.
|
|\ \ \
| |/ /
|/| | |
audio_core: Add configuration settings.
|
| | | |
|
|\ \ \
| | | |
| | | | |
kernel: Remove unused object_address_table.cpp/.h
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
These source files were entirely unused throughout the rest of the
codebase. This also has the benefit of getting rid of a global variable
as well.
|
|\ \ \ \
| |_|/ /
|/| | | |
service/audio: Add missing services
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Adds the missing audctl service, as well as the :a and :d services for
audin, audout, audrec, and audren.
|
|\ \ \ \
| | | | |
| | | | | |
kernel: Remove unnecessary includes
|
| | |/ /
| |/| |
| | | |
| | | |
| | | | |
Removes unnecessary direct dependencies in some headers and also gets
rid of indirect dependencies that were being relied on to be included.
|
|\ \ \ \
| |_|/ /
|/| | | |
audout_u: Remove std::move in OpenAudioOutImpl()
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Previously the code was using the values from params further below after
it was std::moved. Thankfully, given AudoutParams is a trivially
copyable struct, the values would have simply been copied in this
instance and not invalidated to garbage values.
|
|\ \ \ \
| | | | |
| | | | | |
Port #3973 from Citra: "Remove polymorphism issue"
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Corrected a few error cases detected by asan/ubsan
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
The branch target is signed, so multiply by 4 instead of left shifting by 2
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Passing nullptr to memcpy is undefined behavior.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
service: Add fgm services
|
| | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
Adds the basic skeleton for the fgm services based off the information
provided by Switch Brew.
|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
service/am: Add missing am services
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
Adds the basic skeleton for missing am services idle:sys, omm, and spsm
based off the information provided by Switch Brew.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
arm_dynarmic: Correct initializer list order
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Makes the definition use the same type aliases as in its prototype.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Given the ARM_Dynarmic class inherits from ARM_Interface, we don't need
to qualify here.
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Amends the initializer list to be in the same order that each variable
would be initialized in. We also do this to ensure we don't use a bogus
uninitialized instance of the exclusive monitor within MakeJit()
We can also remove the jit member from the initializer list as this is
initialized by PageTableChanged()
|
|/ / / /
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton of the pcie service based off information on
Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
Audio output backend based on cubeb
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
- This is necessary so streams are created on the same thread.
|
|/ / / / |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3972 from Citra: "common/timer: use std::chrono, avoid platform-dependent code"
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3997 from Citra: "common/string_utils: replace boost::transform with std counterpart"
|
| |/ / /
| | | |
| | | |
| | | | |
Note: according to cppreference it is necessary to convert char to unsigned char when using std::tolower and std::toupper, otherwise the behaviour would be undefined.
|
|\ \ \ \
| | | | |
| | | | | |
Port #3837 from Citra: "citra-qt: Add build date in about dialog"
|
| |/ / / |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
partition_filesystem: Remove dynamic_cast in PrintDebugInfo()
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
We shouldn't be upcasting our file instances. Given a
PartitionFilesystem is currently designed to accept any arbitrary
VfsFile instances, casting to a more specific type than that is just bad
design, and shows an interface design issue.
|
|\ \ \ \
| | | | |
| | | | | |
Port #3911 from Citra: "citra-qt: optimize settings application"
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3913 from Citra: "citra_qt: Remove obsolete application attribute"
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3732 from Citra: "common: Fix compilation on ARM"
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
service: Add wlan services
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton for the wlan services based off the information
on Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
service: Add btm services
|
| | | | |
| | | | |
| | | | |
| | | | | |
Based off information on SwIPC and Switch Brew.
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the skeleton for the btm services based off the information on
Switch Brew.
|
|/ / /
| | |
| | |
| | |
| | |
| | | |
* Added some HID commands
* Addressed comments
|
|\ \ \
| | | |
| | | | |
service: Add ncm services
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Adds the basic skeleton for the ncm services based off information on
Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
service: Add mii services
|
| | |_|/
| |/| |
| | | |
| | | |
| | | | |
Adds the skeleton for the mii services based off information provided by
Switch Brew
|
|\ \ \ \
| | | | |
| | | | | |
Initial implementation of Audio Core
|
| | | | | |
|
| | | | | |
|
| | |/ /
| |/| | |
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
service: Add nfc services
|
| | | |
| | | |
| | | |
| | | | |
These simply return the respective interface.
|
| |/ /
| | |
| | |
| | |
| | | |
Adds the skeleton of the nfc service based off the information provided
on Switch Brew.
|
|\ \ \
| | | |
| | | | |
Port #3594 from Citra: "citra_qt: Add Continue/Pause & Toggle Speed Limit hotkeys"
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
service: Add the lbl service
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Implements these functions according to the information available on
Switch Brew.
|
| | |/
| |/|
| | |
| | |
| | | |
Adds the skeleton of the lbl service based off the information provided
by Switch Brew.
|
|\ \ \
| |/ /
|/| | |
service: Add the btdrv service
|
| | |
| | |
| | |
| | | |
Adds the skeleton for the btdrv service based off the information provided by Switch Brew
|
|\ \ \
| | | |
| | | | |
kernel/timer: Make data members private where applicable
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Instead, we can just expose functions that return the queryable state
instead of letting anything modify it.
|
| | | | |
|
| | | | |
|
| |/ /
|/| | |
|
|\ \ \
| | | |
| | | | |
Port #3665 from Citra: "frontend: Log Citra version"
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
Port #3641 and #3702 from Citra (Small changes to default_ini and gitignore)
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
service: Add the grc:c service
|
| | |/
| |/|
| | |
| | |
| | | |
Adds the basic skeleton for the grc:c service based off the information
provided by Switch Brew.
|
|\ \ \
| | | |
| | | | |
service: Add the nim services
|
| |/ /
| | |
| | |
| | |
| | | |
Adds the skeleton for the nim services based off information from Switch
Brew.
|
|\ \ \
| | | |
| | | | |
service: Add ldn services
|
| |/ /
| | |
| | |
| | | |
Adds ldn services based off information provided by Switch Brew.
|
|\ \ \
| | | |
| | | | |
service/sockets: Add missing socket services
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
video_core/memory_manager: Avoid repeated unnecessary page slot lookups
|
| | | |
| | | |
| | | |
| | | |
| | | | |
We already have a function that does what this code was doing, so let's
use that instead.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
We don't need to keep calling the same function over and over again in a
loop, especially when the behavior is slightly non-trivial. We can just
keep a reference to the looked up location and do all the checking and
assignments based off it instead.
|
| |_|/
|/| | |
|
|\ \ \
| | | |
| | | | |
service/lm: Minor changes
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This isn't used directly outside of this translation unit, so we can
hide it from external use.
|
| | | |
| | | |
| | | |
| | | | |
Amends these to match the information on Switch Brew.
|
| | | | |
|
|\ \ \ \
| |_|_|/
|/| | | |
Implement R16_G16
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
correct trailing white spaces
Delete tabs
correct placement
Add RG16F & RG16UI & RG16I & RG16S PixelFormats
Return correct data according to changes done previously
correct PixelFormat declaration
correct coding style error
correct coding style error part 2
correct RG16S Declaration error
correct alignment
|
|\ \ \ \
| | | | |
| | | | | |
service: Add ldr services
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Adds the skeleton for the ldr-related services based off the information
provided on Switch Brew.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service: Add erpt and eupld services
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Adds the skeleton for the eupld services based off information on Switch
Brew.
|
| | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | | |
Adds the basic skeleton of the erpt service based off information on
Switch Brew.
|
|\ \ \ \ \
| |_|/ / /
|/| | | | |
service/nifm: Deduplicate interface code
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Rather than having the same code for each nifm service variant, we can
centralize it on one class and get rid of a bit of extra code.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
service/nvdrv: Minor changes
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Avoids copies from being made, since the string is only ever used for
lookup, the data is never transfered anywhere.
Ideally, we'd use a std::string_view here, but devices is a
std::unordered_map, not a std::map, so we can't use heterogenous lookup
here.
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids unnecessary reference count increments and decrements.
In one case, we don't need to make a shared_ptr copy at all,
just to call a member function.
|
|\ \ \ \ \
| |_|/ / /
|/| | | | |
service: Add pm services
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the skeleton for the process management services based off
information on Switch Brew.
|
|\ \ \ \
| | | | |
| | | | | |
service: Add the es service
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Adds the skeleton for the ETicket service based off the information on
Switch Brew
|
|\ \ \ \
| |_|/ /
|/| | | |
wait_tree: Add missing switch case for WaitTreeThread::GetText()
|
| |/ /
| | |
| | |
| | | |
We were missing the enum entry for WaitIPC
|
|\ \ \
| |/ /
|/| | |
GPU: Use the right texture format for sRGBA framebuffers.
|
| | | |
|
|\ \ \
| | | |
| | | | |
time: Add the time:a service
|
| | | |
| | | |
| | | |
| | | | |
Given we already have time:s and time:u, we should also have time:a
|
| | | |
| | | |
| | | |
| | | | |
We can use one instance of the interface instead of duplicating code.
|
|\ \ \ \
| | | | |
| | | | | |
svc: Log parameters in SetMemoryAttribute()
|
| | |_|/
| |/| |
| | | |
| | | | |
Provides slightly more context than only logging out the address value.
|
|\ \ \ \
| | | | |
| | | | | |
core_timing: Split off utility functions into core_timing_util
|
| | | | | |
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
wait_tree: Silence warning about all code paths not returning a value
|
| | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | | |
If code execution hits this spot, something has gone very wrong, so mark
the path as unreachable. This silences a warning on MSVC.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
set_sys: Implement SetColorSetId()
|
| | | | | | |
|
| |/ / / / |
|
| |_|_|/
|/| | | |
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Implemented the Z32_S8_X24 depth buffer format.
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
GPU: Allow using Z32 as a texture format.
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
GPU: Allow the usage of R8 as a render target format.
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
gl_rasterizer: Minor cleanup
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This is just the named constant that OpenGL provides, so we can use that
instead of using a literal -1
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We can avoid heap allocations here by just using a std::string_view
instead of performing unnecessary copying of the string data.
|
| | |_|_|/
| |/| | |
| | | | |
| | | | | |
We can just assign to the members directly in these cases.
|
|\ \ \ \ \
| |_|/ / /
|/| | | | |
GPU: Remove the assert that required the CODE_ADDRESS to be 0.
|
| |/ / /
| | | |
| | | |
| | | | |
Games usually just leave it at 0 but nouveau sets it to something else. This already works fine, the assert is useless.
|
|\ \ \ \
| | | | |
| | | | | |
friend: Deduplicate interfaces
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Given we already have friend:a and friend:u, we should add the remaining
services as well.
|
| | | | | |
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Implemented the R16 and R16F texture formats.
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
svc: Resolve sign comparison warnings in WaitSynchronization()
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
The loop's induction variable was signed, but we were comparing against
an unsigned variable.
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
arm_dynarmic: Make MakeJit() a const member function
|
| |/ /
| | |
| | |
| | |
| | | |
This functions doesn't modify instance state, so it can be a made a
const member function.
|
|\ \ \
| | | |
| | | | |
core: Make converting constructors explicit where applicable
|
| |/ /
| | |
| | |
| | |
| | | |
Avoids unwanted implicit conversions. Thankfully, given the large amount
of cleanup in past PRs, only this tiny amount is left over to cover.
|
|\ \ \
| | | |
| | | | |
apm/interface: Remove redundant declaration of InstallInterfaces()
|
| |/ /
| | |
| | |
| | | |
This is already declared in apm/apm.h
|
|\ \ \
| | | |
| | | | |
GPU: Implement texture format R32F.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
mutex: Pass SharedPtr to GetHighestPriorityMutexWaitingThread() by reference
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The pointed to thread's members are simply observed in this case, so we
don't need to copy it here.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
maxwell_to_gl: Implement VertexAttribute::Type::UnsignedInt.
|
| | | | | | |
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
maxwell_to_gl: Implement Texture::WrapMode::Border.
|
| | | | | | |
|
| | |_|/ /
| |/| | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
ipc_helpers: Make member variables of ResponseBuilder private
|
| | | | | | |
|
| | |_|/ /
| |/| | |
| | | | |
| | | | | |
These aren't used externally at all, so they can be made private.
|
|\ \ \ \ \
| |_|/ / /
|/| | | | |
partition_filesystem: Use std::move where applicable
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids copying a std::string instance and avoids unnecessary atomic
reference count incrementing and decrementing.
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
gl_rasterizer_cache: Implement formats BGRA8_UNORM/RGBA32_FLOAT/RG32_FLOAT
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
gl_shader_decompiler: Correct return value of WriteTexsInstruction()
|
| | |_|/
| |/| |
| | | |
| | | | |
This should be returning void, not a std::string
|
|\ \ \ \
| | | | |
| | | | | |
gl_shader_decompiler: Print instruction value in shader comments.
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
gl_shader_decompiler: Check if SetRegister result is ZeroIndex.
|
| |/ / / |
|
| |/ /
|/| |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
* Regression and Mode Fixes
* Review Fixes
* string_view correction
* Add operator& for FileSys::Mode
* Return std::string from SanitizePath
* Farming Simulator Fix
* Use != With mode operator&
|
|\ \ \
| | | |
| | | | |
gl_shader_decompiler: Implement shader instruction TLDS.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
exclusive_monitor: Use consistent type alias for u64
|
| | |_|/
| |/| |
| | | |
| | | |
| | | | |
Uses the same type aliases we use for virtual addresses, and converts
one lingering usage of std::array<uint64_t, 2> to u128 for consistency.
|
|\ \ \ \
| | | | |
| | | | | |
loader: Minor cleanup
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | | |
RealVfsFile inherits from VfsFile, the instance from std::make_shared is
already compatible with the function argument type, making the copy
constructor call unnecessary.
|
|\ \ \ \
| | | | |
| | | | | |
linker: Remove unused parameter from WriteRelocations()
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
is_jump_relocation is never used within the function, so we can just
remove it.
|
|\ \ \ \
| |_|/ /
|/| | | |
loader/nro: Minor changes
|
| | | |
| | | |
| | | |
| | | |
| | | | |
It's sufficient to use a forward declaration instead of a direct
inclusion here.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Makes the code more uniform, and also braces cases where the body of an
unbraced conditional travels more than one line.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Makes it consistent with the other Apploader constructors, and prevents
implicit conversions.
|
| |/ /
| | |
| | |
| | | |
This isn't used anywhere in the header.
|
|\ \ \
| | | |
| | | | |
gl_shader_decompiler: Simplify GetCommonDeclarations()
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
vi: Minor changes
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
It's undefined behavior to memcpy an object that isn't considered
trivially copyable, so put a compile-time check in to make sure this
doesn't occur.
|
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Allows avoiding unnecessary copies of the vector depending on the
calling code.
While we're at it, remove a redundant no-parameter base constructor call
|
|\ \ \
| |_|/
|/| | |
hle: Remove unused config_mem and shared_page source files
|
| | |
| | |
| | |
| | |
| | | |
This is just an unused hold-over from citra, so we can get rid of this
to trim off an exposed global, among other things.
|
| |/
| |
| |
| | |
This is a holdover from citra that's essentially unused.
|
|\ \
| | |
| | | |
NRO Assets and NACP File Format
|
| | |
| | |
| | |
| | |
| | |
| | | |
Cleanup
Review fixes
|
| |/
|/|
| |
| | |
Forgot to include this in 22f448b6327044076959e338811ee576f3dcf093
|
|\ \
| | |
| | | |
string_util: Minor changes
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
There's no need to perform the resize separately here, since the
constructor allows presizing the buffer.
Also move the empty string check before the construction of the string
to make the early out more straightforward.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This is equivalent to doing:
push_back(std::string(""));
which is likely not to cause issues, assuming a decent std::string
implementation with small-string optimizations implemented in its
design, however it's still a little unnecessary to copy that buffer
regardless. Instead, we can use emplace_back() to directly construct the
empty string within the std::vector instance, eliminating any possible
overhead from the copy.
|
| | |
| | |
| | |
| | |
| | |
| | | |
We can just use the variant of std::string's replace() function that can
replace an occurrence with N copies of the same character, eliminating
the need to allocate a std::string containing a buffer of spaces.
|
|\ \ \
| |_|/
|/| | |
set: Amend return value of GetAvailableLanguageCodes()
|
| | |
| | |
| | |
| | | |
This just returns the size of the language code buffer.
|
| |/
| |
| |
| | |
The return code should be 32-bit in size.
|
|\ \
| | |
| | | |
shader_bytecode: Implement other TEXS masks.
|
| | | |
|
|\ \ \
| |_|/
|/| | |
Kernel/SVC: Perform atomic accesses in SignalProcessWideKey as per the real kernel.
|
| | | |
|
|\ \ \
| | | |
| | | | |
Frontend: Check for more required OpenGL extensions during startup.
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
file_util, vfs: Use std::string_view where applicable
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
ReplaceFileWithSubdirectory() takes a VirtualFile and a VirtualDir, but
it was being passed a string as one of its arguments. The only reason
this never caused issues is because this template isn't instantiated
anywhere yet.
This corrects an issue before it occurs.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Avoids unnecessary construction of std::string instances where
applicable.
|
|\ \ \ \
| |_|/ /
|/| | | |
gl_shader_decompiler: Remove redundant Subroutine construction in AddSubroutine()
|
| | |/
| |/|
| | |
| | |
| | |
| | | |
We don't need to toss away the Subroutine instance after the find() call
and reconstruct another instance with the same data right after it.
Particularly give Subroutine contains a std::set.
|
|/ / |
|
|\ \
| | |
| | | |
file_util: Remove goto usages from Copy()
|
| | |
| | |
| | |
| | |
| | |
| | | |
We can just leverage std::unique_ptr to automatically close these for us
in error cases instead of jumping to the end of the function to call
fclose on them.
|
|\ \ \
| | | |
| | | | |
gl_shader_decompiler: Remove unused state tracking and minor cleanup.
|
| | | | |
|
|\ \ \ \
| |_|_|/
|/| | | |
gl_shader_decompiler: Implement SEL instruction.
|
| |/ / |
|
|\ \ \
| |/ /
|/| | |
file_util: Minor changes to ScanDirectoryTree() and ForeachDirectoryEntry()
|
| | |
| | |
| | |
| | |
| | | |
This avoids a truncating cast on size. I doubt we'd ever traverse a
directory this large, however we also shouldn't truncate sizes away.
|
| |/
| |
| |
| | |
Avoids unnecessary copies when building up the FST entries.
|
| | |
|
| | |
|
| | |
|
| | |
|
|/ |
|
|\
| |
| | |
file_util: Remove redundant duplicate return in GetPathWithoutTop()
|
| |
| |
| |
| |
| | |
Given both operands are the same type, there won't be an issue with
overload selection that requires making this explicit.
|
| | |
|
|\ \
| | |
| | | |
video_core: Use nested namespaces where applicable
|
| | |
| | |
| | |
| | | |
Compresses a few namespace specifiers to be more compact.
|
|\ \ \
| | | |
| | | | |
common: Remove synchronized_wrapper.h
|
| | | |
| | | |
| | | |
| | | | |
This is entirely unused in the codebase.
|
|\ \ \ \
| | | | |
| | | | | |
file_util: Use an enum class for GetUserPath()
|
| | |_|/
| |/| |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Instead of using an unsigned int as a parameter and expecting a user to
always pass in the correct values, we can just convert the enum into an
enum class and use that type as the parameter type instead, which makes
the interface more type safe.
We also get rid of the bookkeeping "NUM_" element in the enum by just
using an unordered map. This function is generally low-frequency in
terms of calls (and I'd hope so, considering otherwise would mean we're
slamming the disk with IO all the time) so I'd consider this acceptable
in this case.
|
|/ / /
| | |
| | |
| | |
| | | |
This behaves quite similarly to the SubmitGPFIFO command. Referenced from Ryujinx.
Many thanks to @gdkchan for investigating this!
|
|\ \ \
| | | |
| | | | |
partition_filesystem, vfs_real: Minor changes
|
| | | |
| | | |
| | | |
| | | |
| | | | |
We already return by value, so we don't explicitly need to make the
copy.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
Avoids unnecessary atomic increment and decrement operations.
|
| | | |
| | | |
| | | |
| | | | |
This is a little bit more self-documenting on what is being done here.
|
|\ \ \ \
| |_|/ /
|/| | | |
arm_interface: Remove unused tls_address member of ThreadContext
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Currently, the TLS address is set within the scheduler, making this
member unused.
|
|\ \ \ \
| | | | |
| | | | | |
tests/arm_test_common: Minor changes
|
| | | | |
| | | | |
| | | | |
| | | | | |
Explicitly cast the value to a u8 to show that this is intentional.
|
| | | | |
| | | | |
| | | | |
| | | | | |
Gets rid of file-static behavior.
|
| | |_|/
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
gl_shader_manager: Remove unimplemented function prototype
|
| |/ / /
| | | |
| | | |
| | | | |
This was just a linker error waiting to happen.
|
|\ \ \ \
| | | | |
| | | | | |
file_sys/errors: Remove redundant object constructor calls
|
| | |_|/
| |/| |
| | | |
| | | |
| | | | |
Given we're already constructing the error code, we don't need to call
the constructor inside of it.
|
|\ \ \ \
| | | | |
| | | | | |
gpu: Rename Get3DEngine() to Maxwell3D()
|
| | |_|/
| |/| |
| | | |
| | | | |
This makes it match its const qualified equivalent.
|
|\ \ \ \
| | | | |
| | | | | |
CPU: Save and restore the TPIDR_EL0 system register on every context switch
|
| | | | |
| | | | |
| | | | |
| | | | | |
Note that there's currently a dynarmic bug preventing this register from being written.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
vfs: Minor changes
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We can simply use std::clamp() here, instead of using an equivalent
with std::max() and std::min().
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Given the data is intended to be directly written, there's no need to
take the std::vector by value and copy the data.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Provides the same behavior, but with less writing
|
| | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | | |
These functions don't modify the data being pointed to, so these can be
pointers to const data
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
Loader: Only print the module names and addresses if they actually exist.
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
logging: Use std::string_view where applicable
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Allows avoiding constructing std::string instances, since this only
reads an arbitrary sequence of characters.
We can also make ParseFilterRule() internal, since it doesn't depend on
any private instance state of Filter
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
A few inclusions were being satisfied indirectly. To prevent breakages
in the future, include these directly.
|
| | |_|/
| |/| |
| | | |
| | | |
| | | |
| | | | |
These can just use a view to a string since its only comparing against
two names in both cases for matches. This avoids constructing
std::string instances where they aren't necessary.
|
|\ \ \ \
| |_|_|/
|/| | | |
param_package: Minor changes
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Allows avoiding string copies by letting the strings be moved into the
function calls.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This avoids a redundant std::string construction if a key doesn't exist
in the map already.
e.g.
data[key] requires constructing a new default instance of the value in
the map (but this is wasteful, since we're already setting something
into the map over top of it).
|
| |/ /
| | |
| | |
| | | |
Avoids potential dynamic allocation occuring during program launch
|
|\ \ \
| | | |
| | | | |
apm: Improve stub for GetPerformanceConfiguration.
|
| |/ / |
|
|/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Allows pushing strongly-typed enum members without the need to always
cast them at the call sites.
Note that we *only* allow strongly-typed enums in this case. The reason
for this is that strongly typed enums have a guaranteed defined size, so
the size of the data being pushed is always deterministic. With regular
enums this can be a little more error-prone, so we disallow them.
This function simply uses the underlying type of the enum to determine
the size of the data. For example, if an enum is defined as:
enum class SomeEnum : u16 {
SomeEntry
};
if PushEnum(SomeEnum::SomeEntry); is called, then it will push a
u16-size amount of data.
|
|\ \
| | |
| | | |
HLE/ACC: Stub IManagerForApplication::GetAccountId to return an error.
|
| |/
| |
| |
| |
| |
| | |
And make IManagerForApplication::CheckAvailability always return false.
Returning a bogus id from GetAccountId causes games to crash on boot.
We should investigate this with a hwtest and either stub it properly or implement it.
|
|\ \
| | |
| | | |
gl_state: Get rid of mismatched sign conversions in Apply()
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
While we're at it, amend the loop variable type to be the same width as
that returned by the .size() call.
|
|\ \ \
| | | |
| | | | |
filesys/loader: std::move VirtualFile instances in constructors where applicable
|
| | | |
| | | |
| | | |
| | | | |
This avoids unnecessary atomic reference count increments and decrements
|
| |/ /
| | |
| | |
| | |
| | | |
Avoids potentially unnecessary atomic reference count incrementing and
decrementing, as well as string copying.
|
|\ \ \
| | | |
| | | | |
audout_u/audren_u: Ensure null terminators are written out in ListAudioOutsImpl(), ListAudioDeviceName(), and GetActiveAudioDeviceName()
|
| | | |
| | | |
| | | |
| | | |
| | | | |
std::string doesn't include the null-terminator in its data() + size()
range. This ensures that the null-terminator will also be written to the buffer
|
| |/ /
| | |
| | |
| | |
| | |
| | | |
Uses a type that doesn't potentially dynamically allocate, and ensures
that the name of the interface is properly null-terminated when writing
it to the buffer.
|
|\ \ \
| | | |
| | | | |
maxwell_3d: Remove unused variable within GetStageTextures()
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
thread: Convert ThreadStatus into an enum class
|
| |/ /
| | |
| | |
| | |
| | | |
Makes the thread status strongly typed, so implicit conversions can't
happen. It also makes it easier to catch mistakes at compile time.
|
|\ \ \
| | | |
| | | | |
partition_filesystem: Return pfs_dirs member variable within GetSubdirectories()
|
| |/ /
| | |
| | |
| | |
| | | |
This should be returned here, otherwise pfs_dirs is effectively only
ever added to, but never read.
|
|\ \ \
| | | |
| | | | |
nso: Minor changes
|
| | | | |
|
| |/ / |
|
|\ \ \
| |_|/
|/| | |
gl_shader_decompiler: Eliminate variable and declaration shadowing
|
| |/
| |
| |
| |
| | |
Ensures that no identifiers are being hidden, which also reduces
compiler warnings.
|
|\ \
| | |
| | | |
gl_shader_decompiler: Remove unnecessary const from return values
|
| |/
| |
| |
| |
| | |
This adds nothing from a behavioral point of view, and can inhibit the
move constructor/RVO
|
|/
|
|
| |
With the new overload, we can simply pass the container directly.
|
|\
| |
| | |
hle_ipc: Introduce generic WriteBuffer overload for multiple container types
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
This introduces a slightly more generic variant of WriteBuffer().
Notably, this variant doesn't constrain the arguments to only accepting
std::vector instances. It accepts whatever adheres to the
ContiguousContainer concept in the C++ standard library.
This essentially means, std::array, std::string, and std::vector can be
used directly with this interface. The interface no longer forces you to
solely use containers that dynamically allocate.
To ensure our overloads play nice with one another, we only enable the
container-based WriteBuffer if the argument is not a pointer, otherwise
we fall back to the pointer-based one.
|
|\ \
| | |
| | | |
pl_u: Specify correct size for buffers in GetSharedFontInOrderOfPriority()
|
| |/
| |
| |
| |
| | |
This WriteBuffer overload expects its size argument to be in bytes, not
elements.
|
|\ \
| | |
| | | |
HLE/ACC: Change the default user id and small improvements to the way we handle profiles
|
| | |
| | |
| | |
| | |
| | | |
The default username for now is "yuzu".
We should eventually allow the creation of users in the emulator and have the ability to modify their parameters.
|
| | |
| | |
| | |
| | | |
In IApplicationFunctions::PopLaunchParameter we tell the games that they were launched as user id 1.
|
|\ \ \
| | | |
| | | | |
HLE/ACC: Write a single whole user id in ListAllUsers and ListOpenUsers.
|
| |/ /
| | |
| | |
| | | |
We only emulate a single user id for now.
|
|\ \ \
| | | |
| | | | |
pl_u: Remove printf specifier in log call in a log call in GetSharedFontInOrderOfPriority()
|
| | |/
| |/|
| | |
| | | |
This can just use the fmt specifiers and be type-agnostic.
|
|\ \ \
| | | |
| | | | |
gdbstub: Get rid of a few signed/unsigned comparisons
|
| | | |
| | | |
| | | |
| | | | |
Ensures both operands in comparisons are the same signedness.
|
|\ \ \ \
| | | | |
| | | | | |
hid: Resolve a signed/unsigned comparison warning
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Modernizes the loops themselves while also getting rid of a signed/unsigned
comparison in a loop condition.
|
| |/ / /
| | | |
| | | |
| | | | |
Gets rid of the use of a magic constant
|
|\ \ \ \
| | | | |
| | | | | |
svc: Correct always true assertion case in SetThreadCoreMask
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The reason this would never be true is that ideal_processor is a u8 and
THREADPROCESSORID_DEFAULT is an s32. In this case, it boils down to how
arithmetic conversions are performed before performing the comparison.
If an unsigned value has a lesser conversion rank (aka smaller size)
than the signed type being compared, then the unsigned value is promoted
to the signed value (i.e. u8 -> s32 happens before the comparison). No
sign-extension occurs here either.
An alternative phrasing:
Say we have a variable named core and it's given a value of -2.
u8 core = -2;
This becomes 254 due to the lack of sign. During integral promotion to
the signed type, this still remains as 254, and therefore the condition
will always be true, because no matter what value the u8 is given it
will never be -2 in terms of 32 bits.
Now, if one type was a s32 and one was a u32, this would be entirely
different, since they have the same bit width (and the signed type would
be converted to unsigned instead of the other way around) but would
still have its representation preserved in terms of bits, allowing the
comparison to be false in some cases, as opposed to being true all the
time.
---
We also get rid of two signed/unsigned comparison warnings while we're
at it.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
loader: Amend Doxygen comments
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
These weren't adjusted when VFS was introduced
|
|\ \ \ \ \
| | | | | |
| | | | | | |
loader/nso: Check if read succeeded in IdentifyFile() before checking magic value
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We should always assume the filesystem is volatile and check each IO
operation. While we're at it reorganize checks so that early-out errors
are near one another.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
hle/service: Make constructors explicit where applicable
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Prevents implicit construction and makes these lingering non-explicit
constructors consistent with the rest of the other classes in services.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
nvflinger: Emplace Display instances directly
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We can use emplace_back to construct the Display instances directly,
instead of constructing them separately and copying them, avoiding the
need to copy std::string and std::vector instances that are part of the
Display struct.
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
nvdrv: Take std::string by const reference in GetDevice()
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
This is only ever used as a lookup into the device map, so we don't need to
take the std::string instance by value here.
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
Filesystem: Return EntryType::Directory for the root directory.
|
| | | | |
| | | | |
| | | | |
| | | | | |
It is unknown if this is correct behavior, but it makes sense and fixes a regression with Stardew Valley.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
hle_ipc: Amend usage of buffer_index within one of HLERequestContext's WriteBuffer() overloads
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Previously, the buffer_index parameter was unused, causing all writes to
use the buffer index of zero, which is not necessarily what is wanted
all the time.
Thankfully, all current usages don't use a buffer index other than zero,
so this just prevents a bug before it has a chance to spring.
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
fsp_srv: Misc individual changes
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We can avoid constructing a std::vector here by simply passing a pointer
to the original data and the size of the copy we wish to perform to the
backend's Write() function instead, avoiding copying the data where it's
otherwise not needed.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
We were using a second std::vector as a buffer to convert another
std::vector's data into a byte sequence, however we can just use
pointers to the original data and use them directly with WriteBuffer,
which avoids copying the data at all into a separate std::vector.
We simply cast the pointers to u8* (which is allowed by the standard,
given std::uint8_t is an alias for unsigned char on platforms that we
support).
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Prevents implicit conversions.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Gets rid of relying on indirect inclusions.
|
| | | | | | |
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Previously we were just copying the data whole-sale, even if the length
was less than the total data size. This effectively makes the
actual_data vector useless, which is likely not intended.
Instead, amend this to only copy the given length amount of data.
At the same time, we can avoid zeroing out the data before using it by
passing iterators to the constructor instead of a size.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
filesystem: Minor changes
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Avoids unnecessary atomic reference count incrementing and decrementing
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This is simply a basic value check as opposed to potentially doing
string based operations (unlikely, but still, avoiding it is free).
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
This was just an artifact missed during PR review.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
common/swap: Minor changes
|
| | | | | | |
|
| | | | | | |
|
| |/ / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
common/common_funcs: Remove unused rotation functions
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
These are unused and essentially don't provide much benefit either. If
we ever need rotation functions, these can be introduced in a way that
they don't sit in a common_* header and require a bunch of ifdefing to
simply be available
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
loader/{nro, nso}: Resolve compilation warnings
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
We can just initialize these vectors directly via their constructor.
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
common/misc: Deduplicate code in GetLastErrorMsg()
|
| | |/ / /
| |/| | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Android and macOS have supported thread_local for quite a while, but
most importantly is that we don't even really need it. Instead of using
a thread-local buffer, we can just return a non-static buffer as a
std::string, avoiding the need for that quality entirely.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
file_util: return string by const reference for GetExeDirectory()
|
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | | |
This disallows modifying the internal string buffer (which shouldn't be
modified anyhow).
|
|\ \ \ \ \
| | | | | |
| | | | | | |
string_util: Remove AsciiToHex()
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Easy TODO
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
savedata_factory: Make SaveDataDescriptor's DebugInfo() function a const member function
|
| |/ / / / /
| | | | | |
| | | | | |
| | | | | | |
This function doesn't alter class state.
|
|\ \ \ \ \ \
| |_|_|_|/ /
|/| | | | | |
partition_filesystem: Ensure all class members of PartitionFilesystem are initialized
|
| |/ / / /
| | | | |
| | | | |
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| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Previously is_hfs and pfs_header members wouldn't be initialized in the
constructor, as they were stored in locals instead. This would result in
things like GetName() and PrintDebugInfo() behaving incorrectly.
While we're at it, initialize the members to deterministic values as
well, in case loading ever fails.
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
content_archive: Minor changes
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
There's no need to take this by value when it's possible to avoid
unnecessary copies entirely like this.
|
| | | | | |
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Gets rid of unnecessary atomic reference count incrementing and
decrementing.
|
|\ \ \ \
| | | | |
| | | | | |
vfs: Deduplicate accumulation code in VfsDirectory's GetSize()
|
| |/ / /
| | | |
| | | |
| | | | |
We can just use a generic lambda to avoid writing the same thing twice.
|
|\ \ \ \
| |_|/ /
|/| | | |
gl_state: Temporarily disable culling and depth test.
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
address_arbiter: Correct assignment within an assertion statement in WakeThreads()
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This was introduced within 4f81bc4e1bd12e4df7410c6790ba818d8dbba9c0, and
considering there's no comment indicating that this is intentional, this
is very likely a bug.
|
|\ \ \ \
| |_|_|/
|/| | | |
core/memory, core/hle/kernel: Use std::move where applicable
|
| | | |
| | | |
| | | |
| | | | |
Avoids pointless copies
|
|\ \ \ \
| | | | |
| | | | | |
service/prepo: Add missing header guard
|
| | |/ /
| |/| | |
|
|\ \ \ \
| |_|_|/
|/| | | |
externals: update fmt to version 5.1.0
|
| | |/
| |/|
| | |
| | | |
Previously, we were on 4.1.0, which was a major version behind.
|
|\ \ \
| | | |
| | | | |
vm_manager: Add missing commas to string literal array elements in GetMemoryStateName()
|
| |/ /
| | |
| | |
| | |
| | | |
Without these, this would perform concatenation, which is definitely not
what we want here.
|
|\ \ \
| | | |
| | | | |
core/memory: Remove unused function GetSpecialHandlers() and an unused variable in ZeroBlock()
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
core: Don't construct instance of Core::System, just to access its live instance
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This makes it a compilation error to construct additional instances of
the System class directly, preventing accidental wasteful constructions
over and over.
|
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.
These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
|
|\ \ \
| | | |
| | | | |
decoders: Fix calc of swizzle image_width_in_gobs.
|
| | | | |
|
|\ \ \ \
| |/ / /
|/| | | |
game_list: Make ContainsAllWords an internally linked non-member function
|
| |/ /
| | |
| | |
| | |
| | | |
This function actually depends on no internal class state, so it doesn't
even need to be a part of the class interface.
|
| |/
|/|
| |
| |
| |
| |
| |
| |
| |
| | |
* Virtual Filesystem
* Fix delete bug and documentate
* Review fixes + other stuff
* Fix puyo regression
|
| | |
|
|/ |
|
|\
| |
| | |
game_list: Make containsAllWords a const member function
|
| |
| |
| |
| |
| | |
This makes it consistent with most of the other private utility
functions.
|
| |
| |
| |
| |
| |
| | |
This doesn't actually modify the internal class state, so it can be a
const member function. While we're at it, amend the function to take
its arguments by const reference.
|
|\ \
| | |
| | | |
Telemetry: Minor changes
|
| | |
| | |
| | |
| | |
| | | |
We can just take the value parameter by value which allows both moving
into it, and copies at the same time, depending on the calling code.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
These operators don't modify internal class state, so they can be made
const member functions. While we're at it, drop the unnecessary inline
keywords. Member functions that are defined in the class declaration are
already inline by default.
|
| |/
| |
| |
| |
| |
| | |
This provides the equivalent behavior, but without as much boilerplate.
While we're at it, explicitly default the move constructor, since we
have a move-assignment operator defined.
|
|\ \
| | |
| | | |
game_list: Remove unnecessary QString initialization in KeyReleaseEater
|
| |/
| |
| |
| |
| |
| | |
QString initializes to an empty string by default, so this does nothing
meaningful. While we're at it, use a constructor initializer list for
initializing the gamelist member variable.
|
|\ \
| | |
| | | |
astc: Minor changes
|
| | |
| | |
| | |
| | | |
There's no need to perform a separate resize.
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
A few member functions didn't actually modify class state, so these can
be amended as necessary.
|
| | |
| | |
| | |
| | |
| | | |
This also potentially avoids warnings, considering the copy assignment
operator is supposed to have a return value.
|
| |/ |
|
| | |
|
| | |
|
| | |
|
|/ |
|
|\
| |
| | |
GPU: Added register definitions for the stencil parameters.
|
| | |
|
| | |
|
|\ \
| | |
| | | |
scheduler: Clear exclusive state when switching contexts
|
| | | |
|
|\ \ \
| |_|/
|/| | |
svc:: Fix bug in svcWaitForAddress
|
| |/ |
|
|/ |
|
|\
| |
| | |
HID: Update controllers less often
|
| | |
|
|\ \
| |/
|/| |
Minor logging improvements
|
| | |
|
| | |
|
| | |
|
|\ \
| | |
| | | |
gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
|
| | | |
|
|/ / |
|
|\ \
| | |
| | | |
OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
|
| | | |
|
|\ \ \
| | | |
| | | | |
Services/BSD: Corrected the return for StartMonitoring according to SwIPC
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
FileSys: Append the requested path to the filesystem base path in DeleteFile
|
| |/ / /
| | | |
| | | |
| | | | |
We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
|
|/ / / |
|
|/ /
| |
| |
| | |
The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call.
|
|\ \
| | |
| | | |
gl_shader_gen: Implement dual vertex shader mode.
|
| | | |
|
| | |
| | |
| | |
| | | |
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
|
|/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
* More improvements to GDBStub
- Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS.
- List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names.
- Initial support for floating point registers.
* Tidy up as requested in PR feedback
* Tidy up as requested in PR feedback
|
|\ \
| | |
| | | |
Initialized memory for RequestUpdateAudioRenderer and fixed MemoryPoolSection to be more accurate
|
| | | |
|
| | | |
|
|\ \ \
| | | |
| | | | |
gl_shader_decompiler: Implement PredCondition::LessThanWithNan.
|
| |/ / |
|
|/ / |
|
|\ \
| | |
| | | |
GPU: Implement the FADD32I shader instruction.
|
| | | |
|
|\ \ \
| | | |
| | | | |
GPU: Corrected the decoding of FFMA for immediate operands.
|
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | | |
* Port #3335 and #3373 from Citra
* Fixup: Use the new logging placeholders
|
|\ \ \
| | | |
| | | | |
Let games/application know that we're offline
|
| | | |
| | | |
| | | |
| | | | |
Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
|
|\ \ \ \
| |_|_|/
|/| | | |
Audout "Auto" functions
|
| |/ /
| | |
| | |
| | | |
Audout autos are identical to their counterpart except for the buffer type which yuzu already handles for us.
|
| | | |
|
|/ / |
|
|\ \
| | |
| | | |
Services/FS: Return the correct error code when trying to mount a nonexistent savedata.
|
| | | |
|
| | |
| | |
| | |
| | | |
- This fixes user input in SMO.
|
|\ \ \
| | | |
| | | | |
NvOsGetConfigU32 production impl
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Settings are only used when RMOS_SET_PRODUCTION_MODE is set to 0.
If production mode is set, the error code 0x30006 is returned instead
|
|\ \ \ \
| | | | |
| | | | | |
Port #3579 from Citra: Clean up architecture-specific defines
|
| | |_|/
| |/| | |
|
|\ \ \ \
| |_|/ /
|/| | | |
savedata_factory: Always create a save directory for games.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3474 from Citra: Do not crash on unimplemented code in debug build
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
Port #3505 from Citra: Fix QGLWidget viewport resize on macOS
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
gl_rasterizer: Flip triangles when regs.viewport_transform[0].scale_y is negative.
|
| | |/ /
| |/| |
| | | |
| | | | |
- Fixes a regression with Binding of Isaac.
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
GPU: Implemented the IMNMX shader instruction.
|
| | | |
| | | |
| | | |
| | | | |
It's similar to the FMNMX instruction but it works on integers.
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Implemented the BC7U texture format.
|
| | |/ /
| |/| |
| | | |
| | | | |
Note: Our version of glad exports GL_COMPRESSED_RGBA_BPTC_UNORM as GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, maybe it's time we update it.
|
|/ / /
| | |
| | |
| | | |
This reverts commit 77c684c1140f6bf3fb7d4560d06d2efb1a2ee5e2.
|
|\ \ \
| | | |
| | | | |
Remove some references to Citra
|
| | | | |
|
|/ / /
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
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| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
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| | |
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| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
|
|\ \ \
| | | |
| | | | |
GPU: Allow using the old NV04 values for the depth test function.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
These seem to be just a valid as the GL token values. Thanks @ReinUsesLisp
This restores graphical output to Disgaea 5
|
|\ \ \ \
| |/ / /
|/| | | |
GPU: Stub the shader SYNC and DEPBAR instructions.
|
| |/ /
| | |
| | |
| | | |
It is unknown at this moment if we actually need to do something with these instructions or if the GLSL compiler takes care of that for us.
|
|\ \ \
| | | |
| | | | |
GPU: Implemented the F2F 'round' rounding mode.
|
| |/ /
| | |
| | |
| | | |
It's implemented via the GLSL 'roundEven()' function.
|
|\ \ \
| | | |
| | | | |
GPU: Implement the Size_16_16 and Size_10_10_10_2 vertex attribute types
|
| |/ /
| | |
| | |
| | | |
Both signed and unsigned variants.
|
|\ \ \
| | | |
| | | | |
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Implemented the PSETP shader instruction.
|
| |/ /
| | |
| | |
| | | |
It's similar to the isetp and fsetp instructions but it works on predicates instead.
|
|\ \ \
| | | |
| | | | |
GPU: Implemented the 32 bit float depth buffer format.
|
| |/ / |
|
|/ /
| |
| |
| |
| |
| | |
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles.
This fixes 1-2 Switch's splash screen.
|
| |
| |
| |
| | |
Don't try to configure the color buffer if it is not being cleared, it may not be completely valid at this point.
|
|\ \
| | |
| | | |
GPU: Implemented the CLEAR_BUFFERS register.
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
* voice section updating
* fixed slight offset miscalculation
* fixed overflow
|
|\ \ \
| | | |
| | | | |
Logging - Customizable backends
|
| | | | |
|
| | | | |
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
gl_rasterizer: Only set cull mode and front face if enabled.
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Don't try to parse the depth test function if the depth test is disabled and use only the least significant 3 bits in the depth test func
|
| | | |
| | | |
| | | |
| | | | |
Some games set the full GL define value here (including nouveau), but others just seem to set those last 3 bits.
|
| |/ / |
|
|\ \ \
| |/ /
|/| | |
GPU: Implemented MUFU suboperation 8, sqrt.
|
| | | |
|
|\ \ \
| | | |
| | | | |
GPU: Implemented the depth buffer and depth test + culling
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
This fixes Stardew Valley.
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Remove unmapped surfaces from the rasterizer cache and fix our nvmap::Free behavior.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
This behavior is confirmed by reverse engineering.
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Directly copy the pixels when performing a same-layout DMA.
|
| |/ / / |
|
|\ \ \ \
| |_|/ /
|/| | | |
GPU: Ignore invalid and disabled textures when drawing.
|
| | | | |
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Corrected the size of the MUFU subop field, and removed incorrect "min" operation.
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
GPU: Implement the RGBA32_UINT rendertarget format.
|
| | | | |
|
| |/ / |
|
|/ / |
|
|\ \
| | |
| | | |
Rewrite the OpenGL rasterizer cache
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
gl_rasterizer_cache: Improved cache management based on Citra's implementation.
gl_surface_cache: Add some docstrings.
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
|\ \ \
| | | |
| | | | |
Service/Audio: add hwopus service, stub GetWorkBufferSize function
|
| | | | |
|
| |/ /
|/| | |
|
| | | |
|
|\ \ \
| | | |
| | | | |
gl_state: Fix state management for texture swizzle.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
gl_state: Remove unused state management from 3DS.
|
| |/ / / |
|
|/ / / |
|
| | | |
|
|\ \ \
| | | |
| | | | |
Rasterizer: Use UBOs instead of SSBOs for uploading const buffers.
|
| | | |
| | | |
| | | |
| | | | |
This should help a bit with GPU performance once we're GPU-bound.
|
|\ \ \ \
| | | | |
| | | | | |
Fix crash at exit
|
| | |/ /
| |/| | |
|
|/ / /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
* We should be returning our revision instead of what is requested.
Hardware test on a 5.1.0 console
* Added sysversion comment
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
* Removed duplicate structs, changed AudioRendererResponse -> UpdateDataHeader
According to game symbols(SMO), there's references to UpdateDataHeader which seems to be what AudioRendererResponse actually is
* oops
* AudioRendererParameters should be AudioRendererParameter according to SMO
|
| | |
| | |
| | |
| | |
| | | |
* Fixed RequestUpdateAudioRenderer deadlocks and calculated section sizes properly
This fixes RequestUpdateAudioRenderer deadlocks in games like Puyo Puyo Tetris and games which require a proper section size in games such as Retro City Rampage. This fixes causes various games to start rendering or trying to render
|
|\ \ \
| | | |
| | | | |
svc: Fully implement svcSignalToAddress and svcWaitForAddress
|
| | | | |
|
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|
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|
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|
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|
| | | |
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| | | |
| | | | |
prevent yuzu crash, if games, like Axiom Verge, trying to read 0 bytes from file
|
|\ \ \ \
| | | | |
| | | | | |
Service/Audio: update audren:u service
|
| |/ / / |
|
|/ / /
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| | |
| | | |
* Start to add NCA support in loader
* More nca stuff
* More changes to nca.cpp
* Now identifies decrypted NCA cont.
* Game list fixes and more structs and stuff
* More updates to Nca class
* Now reads ExeFs (i think)
* ACTUALLY LOADS EXEFS!
* RomFS loads and games execute
* Cleanup and Finalize
* plumbing, cleanup and testing
* fix some things that i didnt think of before
* Preliminary Review Changes
* Review changes for bunnei and subv
|
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* Implement GetAvailableLanguageCodes2
* Revert "Implement GetAvailableLanguageCodes2"
This reverts commit caadd9eea3497ae2a13382aecb8ca29e1c02c5af.
* Implement GetAvailableLanguageCodes2
* Implement GetAvailableLanguageCodes2
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GPU: Perform negation after absolute value in the float shader instructions.
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Avoid initializing single-joycon layouts with handheld controller
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Like the MOV32I and FMUL32I instructions.
This fixes a potential crash when using these instructions.
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gl_rasterizer: Implement texture format ASTC_2D_4X4.
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Add UI support for extracted NCA folders
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svc: Add a stub for UserExceptionContextAddr.
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gl_rasterizer: Get loose on independent blending.
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gl_shader_decompiler: Implement LOP32I LogicOperation PassB.
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Qt: Removed the Registers widget.
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It was crashing and nobody actually uses this.
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GPU: Partially implemented the Maxwell DMA engine.
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Only tiled->linear and linear->tiled copies that aren't offsetted are supported for now. Queries are not supported. Swizzled copies are not supported.
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GPU: Implemented the iadd32i shader instruction.
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hid: Update all layouts and only show handheld as connected, fixes libnx input for P1_AUTO
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This corrects the invalid position values in some games when doing attribute-less rendering.
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GPU: Stub the SSY shader instruction.
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This instruction tells the GPU where the flow reconverges in a non-uniform control flow scenario, we can ignore this when generating GLSL code.
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gl_shader_decompiler: Implement SHR instruction.
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Common/string_util: add StringFromBuffer() function
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convert input buffer (std::vector<u8>) to string, stripping zero chars
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Only independent blending on render target 0 is implemented for now.
This fixes the elongated squids in Splatoon 2's boot screen.
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GLCache: Align compressed texture sizes to their compression ratio, and then align that compressed size to the block height for tiled textures.
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This fixes issues with retrieving non-block-aligned tiled compressed textures from the cache.
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This fixes the flip_viewport uniform having invalid values when drawing.
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GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
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This should fix the bug with the vs_config UBO being uninitialized during shader execution.
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Service/MM: add service and stub some functions
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gl_shader_decompiler: Implement BFE_IMM instruction.
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GLCache: Fixed copying compressed textures in the rasterizer cache.
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This avoids the problem of only copying a tiny piece of the textures when they are compressed.
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We now use glCopyImageSubData, this should avoid errors with trying to attach a compressed texture as a framebuffer's color attachment and then blitting to it.
Maybe in the future we can change this to glCopyTextureSubImage which only requires GL_ARB_direct_state_access.
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gl_shader_decompiler: F2F: Implement rounding modes.
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Service/nfp:user : stub some functions.
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Used by Zelda: BoTW
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gl_shader_decompiler: Additional decodings, remove unused stuff from TEX
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GPU: Support changing the texture swizzles for Maxwell textures.
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GPU: Implement sampling multiple textures in the generated glsl shaders.
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All tested games that use a single texture show no regression.
Only Texture2D textures are supported right now, each shader gets its own "tex_fs/vs/gs" sampler array to maintain independent textures between shader stages, the textures themselves are reused if possible.
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* add IoctlCommands with their params in nvidia_ctrl_gpu.h
* add function related to the changes done previously
* fix clang-format
* delete trailing whitespace
* correct mistake
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Stub SetConnectionConfirmationOption, GetPseudoDeviceId
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gl_shader_decompiler: Fix un/signed mismatch with SHL.
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maxwell_to_gl: Implement WrapMode Mirror.
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GPU: Allow the usage of RGBA32_FLOAT and RGBA16_FLOAT in the texture copy engine.
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GPU: Implemented the R11FG11FB10F texture and rendertarget formats.
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They're not compressed.
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* GDB Stub should work now.
* Applied clang-format.
* Replaced htonll with swap64.
* Tidy up.
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GPU: Implemented the F2I_R shader instruction.
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GPU: Corrected the branch targets for the shader bra instruction.
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gl_shader_decompiler: Implement SHL instruction.
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GPU: Implemented predicated exit instructions in the shader programs.
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GPU: Implemented the LOP32I instruction.
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GPU: Implemented the ISETP_R and ISETP_C instructions
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GPU: Corrected the FSET and I2F instructions.
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GPU: Partially implemented the bra shader instruction
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GPU: Calculate the correct viewport dimensions based on the scale and translate registers.
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This is how nouveau calculates the viewport width and height. For some reason some games set 0xFFFF in the VIEWPORT_HORIZ and VIEWPORT_VERT registers, maybe those are a misnomer and actually refer to something else?
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Add checks for OpenGL extension support
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GLCache: Corrected a mismatch between storing compressed sizes and verifying the uncompressed alignment in GetSurface.
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* Add some IoctlCommand with their params to nvhost_gpu
* fix clang-format
* delete trailing whitespace
* fix some clang-format
* delete one other trailing whitespace
* last clang-format fix
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am: Implement CreateStorage, PushInData, etc.
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GPU: Partial implementation of long GPU queries.
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Long queries write a 128-bit result value to memory, which consists of a 64 bit query value and a 64 bit timestamp.
In this implementation, only select=Zero of the Crop unit is implemented, this writes the query sequence as a 64 bit value, and a 0u64 value for the timestamp, since we emulate an infinitely fast GPU.
This specific type was hwtested, but more rigorous tests should be performed in the future for the other types.
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gl_shader_decompiler: Implement TEX, fixes for TEXS.
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gl_shader_decompiler: Implement RRO as a register move.
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Services/nvdrv: add '/dev/nvhost-nvdec' device
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Kernel/Threads: A thread waking up by timeout from a WaitProcessWideKey may already have an assigned lock owner.
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This situation may happen like so:
Thread 1 with low priority calls WaitProcessWideKey with timeout.
Thread 2 with high priority calls WaitProcessWideKey without timeout.
Thread 3 calls SignalProcessWideKey
- Thread 2 acquires the lock and awakens.
- Thread 1 can't acquire the lock and is put to sleep with the lock owner being Thread 2.
Thread 1's timeout expires, with the lock owner still being set to Thread 2.
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Kernel/SVC: Corrected the behavior of svcSetThreadCoreMask for core values -2 and -3.
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Also added some proper error handling.
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Shaders: Implemented reading the gl_InstanceID and gl_VertexID variables in the vertex shader.
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* add some CommandType
* add some hid FunctionInfo
* add some other HID FunctionInfo
* delete non useful comments
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Several GPU fixes to boot Sonic Mania
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Service/BCAT: add module and services
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gl_shader_decompiler: Implement GetPredicateComparison GreaterEqual.
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GPU: Implemented the A1B5G5R5 texture format (0x14)
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NvOsGetConfigU32 should return null instead of 0 for default output value
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am: Stub IApplicationFunctions GetDisplayVersion.
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* add some InfoType
* correct OpenApplicationProxy cmd number
* add IDisplayController functions
* fix clang-format
* add more system languages
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Stub NVGPU_IOCTL_CHANNEL_SET_TIMEOUT
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Used in Nintendo Labo ToyCon 1&2
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* GetAudioRendererWorkBufferSize impl
Impl of GetAudioRendererWorkBufferSize based on RE, if this can be cleaned up, please contribute!
* Naming conventions
* Removed unneeded placeholder
* lioncache changes
* fixed const
* switched to Common::AlignUp
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Shader: Implemented compound predicates in the fset and fsetp instructions
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You can specify a predicate in the fset instruction:
Result = ((Value1 Comp Value2) OP P0) ? 1.0 : 0.0;
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You can specify three predicates in an fsetp instruction:
P1 = (Value1 Comp Value2) OP P0;
P2 = !(Value1 Comp Value2) OP P0;
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GPU: Allow command lists to rebind a channel to another engine in the middle of the command list.
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We have no clue on what this actually does yet so stubbing it since it's just input only should be fine for now
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Games such as SMO deadlock if we have more than 2 layouts
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Add & correct some error modules
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Add ioctl commands with their params and size check
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according to the changes made previously
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Kernel/SVC: Signal the highest priority threads first in svcSignalProcessWideKey
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* Implemented NVHOST_IOCTL_CHANNEL_GET_WAITBASE
struct + 4 seems to be hard coded at 0 and struct + 0 seems to be ignored?
* IocGetWaitbase -> IocChannelGetWaitbaseCommand
* Added super late fixes
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Implemented nvhost-as-gpu's UnmapBuffer and nvmap's Free ioctls.
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It releases a reference to an nvmap object
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It removes a mapping previously created with the MapBufferEx ioctl.
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* Add unknown function at the number command 2
* correct audout:u commands numbers
* correct audrec:u cmd number & add Unknown function
* correct IAudioDevice command numbers
* correct codecctl cmd numbers & rename the 8 function
* correct place of unknown function & fix clang-format
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Mutex: Do not assert when the mutex waiting threads list isn't empty on mutex release.
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A thread may own multiple mutexes at the same time, and only release one of them while other threads are waiting for the other mutexes.
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Shaders: Implemented the FMNMX shader instruction.
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Properly rename functions of Fatal Module & add ThrowFatal to this module
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Qt/WaitTree: Display the callstack for each thread in the wait tree widget
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ShadersDecompiler: Added decoding for the PSETP instruction.
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GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.
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The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have.
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GLRenderer: Log the shader source code when program linking fails.
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Added IPC RequestWithContext & ControlWithContext
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* Add and correct some Error Modules
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Initial support for multi-core
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* Stubs for QLaunch
* Wiped unrelated stuff
* Addressed comment
* Dropped GetPopFromGeneralChannelEvent
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* hid: Update mouse/keyboard state
* hid: Working analog sticks
* hid: Nits
* hid: Nits
* hid: Update mystery sections
* hid: Tweaks
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memory_hook: Default virtual destructor in the cpp file
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Prevents creating multiple copies of the vtable in every translation unit that uses the class.
Also silences a -Wweak-vtables warning
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Avoids propagating logging macros and facilities to files that may not need them.
This also allows hiding an internal constant.
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general: Make formatting of logged hex values more straightforward
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This makes the formatting expectations more obvious (e.g. any zero padding specified
is padding that's entirely dedicated to the value being printed, not any pretty-printing
that also gets tacked on).
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vector_math: Ensure members are always initialized
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Ensures that values are always in a well-defined state.
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- This can be used for domain objects as inputs to service functions.
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GPU: Don't write to invalid memory locations when handling ioctls that don't have an output.
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* GetSharedFontInOrderOfPriority
* Update pl_u.cpp
* Ability to use ReadBuffer and WriteBuffer with different buffer indexes, fixed up GetSharedFontInOrderOfPriority
* switched to NGLOG
* Update pl_u.cpp
* Update pl_u.cpp
* language_code is actually language code and not index
* u32->u64
* final cleanups
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All of these variables and functions are related to timings and should be within the namespace.
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string_util: Remove StringFromFormat() and related functions
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Given we utilize fmt, we don't need to provide our own functions for formatting anymore
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Shader instructions MOV_C, MOV_R, and several minor GPU things
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Without this, it's possible to get compilation failures in the (rare) scenario where
a container is used to store a bunch of live IOFile instances, as they may be using
std::move_if_noexcept under the hood. Given these definitely don't throw exceptions
this is also not incorrect to add either.
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|/| |
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Ensure that the actual types being passed in are trivially copyable. The internal
call to ReadArray() and WriteArray() will always succeed, since they're passed a pointer to char*
which is always trivially copyable.
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gl_shader_decompiler: Implement MOV32I, partially implement I2I, I2F
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set/am: Fix code for getting language codes
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The minimum clang/GCC versions we support already support this. We can also
remove is_standard_layout(), as fread and fwrite only require the type to be
trivially copyable.
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Now that the old macros are no longer used, we can remove all functionality related to them.
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gl_shader_decompiler: Add GLSLRegisterManager class to track register state.
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Implemented some useful interfaces needed for games.
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frontends: Move logging macros over to new fmt-capable ones
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common: Move logging macros over to new fmt-capable macros where applicable
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core: Replace remaining old non-generic logger usages with fmt-capable equivalents
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LOG_GENERIC usages will be amended in a follow-up to keep API changes separate from
interface changes, as it will require removing a parameter from the relevant function
in the VMManager class.
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Shader decompiler prep for integer instructions
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These are unused (and given chunk_file references Dolphin's >SVN< I doubt they were going to be used).
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Shaders: Implemented the FSET instruction.
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This instruction is similar to the FSETP instruction, but it doesn't set a predicate, it sets the destination register to 1.0 if the condition holds, and 0 otherwise.
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kernel: Migrate logging macros to fmt-compatible ones
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Functions don't need to be terminated by semicolons.
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GPU: Partially implemented the 2D surface copy engine
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The hardware allows for some rather complicated operations to be performed on the data during the copy, this is not implemented.
Only same-format same-size raw copies are implemented for now.
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The rest are just macro shim registers.
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It doesn't belong in the PFIFO handler.
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file-sys: Move logging macros over to the new fmt-capable ones
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Lessens the amount to read and gets rid of the PRIX64 macro, allowing us to use a single string
for the whole path, making it easier to read.
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Service/PCTL: convert to module, add services, stub
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| | | | |
| | | | |
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PCTL::CreateServiceWithoutInitialize and IParentalControlService::Initialize, required by Kirby Star Allies
|
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|/| | | | |
core/memory: Move logging macros over to the new fmt-capable ones
|
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Addresses are 64-bit, these formatting specifiers are simply holdovers from citra. Adjust them to be the correct width.
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While we're at it, correct addresses to print all 64 bits where applicable, which were holdovers from citra.
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Refactor rasterizer cache
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GPU: Added asserts to our code for handling the QUERY_GET GPU command.
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This is based on research from nouveau. Many things are currently unknown and will require hwtests in the future.
This commit also stubs QueryMode::Write2 to do the same as Write. Nouveau code treats them interchangeably, it is currently unknown what the difference is.
|
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service: Move logging macros over to the new fmt-compatible ones
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GPU: Support multiple enabled vertex arrays.
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The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension.
yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
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Kernel: Reworked the new kernel synchronization primitives.
|
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Verified with a hwtest and implemented based on reverse engineering.
Thread A's priority will get bumped to the highest priority among all the threads that are waiting for a mutex that A holds.
Once A releases the mutex and ownership is transferred to B, A's priority will return to normal and B's priority will be bumped.
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They work in tandem with guest code to provide synchronization primitives along with svcArbitrateLock/Unlock
|
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Switch mutexes are no longer kernel objects, they are managed in userland and only use the kernel to handle the contention case.
Mutex addresses store a special flag value (0x40000000) to notify the guest code that there are still some threads waiting for the mutex to be released. This flag is updated when a thread calls ArbitrateUnlock.
TODO:
* Fix svcWaitProcessWideKey
* Fix svcSignalProcessWideKey
* Remove the Mutex class.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Nvdrv/nvhost-as-gpu: Implemented the ioctl REMAP command.
|
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| | | | | |
| | | | | | |
Also added a consistency check and a comment for the case when the object id is different than its handle. The real nvservices doesn't make a distinction between ids and handles, each object gets an unique handle which doubles as its id.
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| |/| | |
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It takes a previously-reserved (AllocateSpace) GPU memory address and maps it to the address of the nvmap object passed to Remap.
|
|\ \ \ \ \
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Nvdrv: Assert when receiving an unimplemented ioctl in the nv* handlers.
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|
|\ \ \ \ \
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GPU: Make the GPU virtual memory manager use 16 page bits and 10 pagetable bits.
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| |/ / / /
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| | | | | |
Also removed some dead code and added memory map consistency asserts.
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|/ / / |
|
|\ \ \
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| | | | |
SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)
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|
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Shader opcode decoding
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opengl: Remove unnecessary header inclusions
|
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ShaderGen: Implemented fsetp/kil and predicated instruction execution.
|
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Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
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Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id.
These predicate variables are initialized to false on shader startup and are set via the fsetp instructions.
TODO:
* Not all the comparison types are implemented.
* Only the single-predicate version is implemented.
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| | |_|/ /
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The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions).
|
|\ \ \ \ \
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gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operators
|
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Standard library containers may use std::move_if_noexcept to perform
move operations. If a move cannot be performed under these
circumstances, then a copy is attempted. Given we only intend for these
types to be move-only this can be somewhat problematic. By defining
these to be noexcept we prevent cases where copies may be attempted.
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|\ \ \ \ \
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gl_rasterizer_cache: Make MatchFlags an enum class
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Prevents implicit conversions and scope pollution.
|
|\ \ \ \ \
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| | | | | | |
resource_limit: Make ResourceTypes an enum class
|
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| | | | |
| | | | | |
Prevents enum identifiers from leaking into the surrounding scope.
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|/ / / /
| | | |
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| | | |
| | | | |
Converts the service manager from a global into an instance-based
variable.
|
|\ \ \ \
| |/ / /
|/| | | |
Service/VI: stub SetLayerVisibility, fix GetDisplayResolution output
|
| | | |
| | | |
| | | |
| | | |
| | | | |
both SetLayerVisibility() functions used in Lego games, GetDisplayResolution()
fixed according switchbrew.org
|
|\ \ \ \
| | | | |
| | | | | |
math_util: Remove the Clamp() function
|
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| | | | |
| | | | |
| | | | |
| | | | | |
C++17 adds clamp() to the standard library, so we can remove ours in
favor of it.
|
|\ \ \ \ \
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| | | | | | |
common_types: Minor changes
|
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| | | | | | |
May as well while we're making changes to this file.
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| |/ / / /
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| | | | | |
VS has supported this for quite a while.
|
|\ \ \ \ \
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service: Use nested namespace specifiers where applicable
|
| |/ / / /
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| | | | |
| | | | | |
Tidies up namespace declarations
|
|\ \ \ \ \
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| | | | | | |
common/thread: Remove unnecessary feature checking for thread_local
|
| |/ / / /
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| | | | |
| | | | | |
Every compiler we require already supports it.
|
|\ \ \ \ \
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common_funcs: Remove check for VS versions that we don't even support
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| | | | |
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| | | | | |
We don't support any VS versions that don't already have snprintf in the
standard library implementation.
|
|\ \ \ \ \
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| | | | | | |
common_funcs: Remove ARRAY_SIZE macro
|
| |/ / / /
| | | | |
| | | | |
| | | | | |
C++17 has non-member size() which we can just call where necessary.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
vector_math: Remove AsArray() and Write() functions from Vec[2,3,4]
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
These are all unused and the Write() ones should arguably not even be in the interface. There are better ways to provide this if we ever need it (like iterators).
|
|\ \ \ \ \ \
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| | | | | | | |
common: Remove code_block.h
|
| | |/ / / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
We use dynarmic, so this is unued. Anything else we need will likely use Xbyak, so
this header isn't necessary any more.
|
|\ \ \ \ \ \
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| | | | | | | |
renderer_opengl: Add missing header guards
|
| |/ / / / / |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
disk_filesystem: Minor changes
|
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| |/ / / / / |
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|/ / / / / |
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
glsl_shader_decompiler: Minor API changes to ShaderWriter
|
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| | | | |
| | | | |
| | | | |
| | | | | |
This function doesn't need to take ownership of the string data being
given to it, considering all we do is append the characters to the
internal string instance.
Instead, use a string view to simply reference the string data without
any potential heap allocation.
Now anything that is a raw const char* won't need to be converted to a
std::string before appending.
|
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids constructing a std::string just to append a newline character
|
| | | | |
| | | | |
| | | | |
| | | | | |
Avoids constructing a std::string just to append a character.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
The interface of std::string already lets us append N copies of a
character to an existing string.
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
ShaderGen: Fixed TEXS overriding its own texcoords and implemented fmul32i
|
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|
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| | | | |
| | | | | |
It will now save the coords before writing the outputs in a subscope.
|
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| | | | |
| | | | |
| | | | | |
* Port 3528: use nvidia graphics automatically on laptops with optimus
* Force dedicated AMD Card for switchable Graphics
* Ran clang-format
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
nvflinger: Call MicroProfileFlip on NVFlinger::Compose.
|
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|
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|
|\ \ \ \ \
| | | | | |
| | | | | | |
GPU: Implemented the B5G6R5 format.
|
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|/ / / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
* gl_shader_gen: Support vertical/horizontal viewport flipping.
* fixup! gl_shader_gen: Support vertical/horizontal viewport flipping.
|
| | | | |
| | | | |
| | | | |
| | | | | |
For now only the UNORM type is supported.
|
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| | | | | |
TODO: The way we handle cached formats must change, framebuffer and texture formats are too different to keep them in the same place.
|
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|
|/ / / / |
|
|\ \ \ \
| | | | |
| | | | | |
Misc gpu improvements
|
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|
| | | | | |
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|
|\ \ \ \ \
| | | | | |
| | | | | | |
Shader decompiler changes part 2
|
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|\ \ \ \
| |/ / /
|/| | | |
file_sys: Add HFS/PFS helper component
|
| | | | |
|
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| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Implement some wrap modes
|
| | | | | |
|
| |/ / /
| | | |
| | | |
| | | | |
This clamp mode was removed from OpenGL as of 3.1, we can emulate it by using GL_CLAMP_TO_BORDER to get the border color of the texture, and then manually sampling the edge to mix them in the fragment shader.
|
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| | | |
| | | | |
* Updated ACC with more service names
* Updated SVC with more service names
* Updated set with more service names
* Updated sockets with more service names
* Updated SPL with more service names
* Updated time with more service names
* Updated vi with more service names
|
| | | | |
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
pl_u: Use empty shared font if none is available.
|
| | | |
| | | |
| | | |
| | | | |
- Makes games work in lieu of shared_font.bin.
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Don't use explicit binding points when uploading the constbuffers to opengl
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
fsp_srv: Implement DeleteFile.
|
| |/ / /
| | | |
| | | |
| | | | |
- Used by Binding of Isaac.
|
| | | | |
|
|/ / / |
|
| | | |
|
| | |
| | |
| | |
| | | |
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
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|
|\ \ \
| | | |
| | | | |
vm_manager: Increase GetTotalMemoryUsage value.
|
| |/ /
| | |
| | |
| | | |
- Gets Binding of Isaac running.
|
|\ \ \
| | | |
| | | | |
Fix the stuck in fullscreen bug
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
fsp_srv: Implement IFile::Flush.
|
| |/ / |
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- Tested with Puyo Puyo Tetris and Cave Story+
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Service/HID: Stubbed out GetPlayerLedPattern
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Various service name fixes - part 1
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GPU: Bind uploaded textures when drawing (Rebased)
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Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program.
This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
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It will now use the UnswizzleTexture function instead of the MortonCopyPixels128, which doesn't seem to work for textures.
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Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
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We're only left with RGB8 and DXT1 for now. More will be added as they are needed.
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Fix spelling of Initialize
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Update multiple comments from citra to yuzu
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* core, main.h: Abort on 32Bit ROMs
* main.cpp: Fix Grammar
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Additionally, when updating fmtlib, there was a change in fmtlib broke
how the old logging macro was overloaded, so this works around that by
just naming the fmtlib macro impl something different
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Due to premature merging of #262 I think the build may be failing right now. Should merge this ASAP to fix it.
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Logging: Add fmtlib-based macros
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Earlier chrono was included but after some code changed it was no longer needed
Forgot to remove it so I'm removing it now
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Just as a proof that it works
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Add a new set of logging macros based on fmtlib
Similar but not exactly the same as https://github.com/citra-emu/citra/pull/3533
Citra currently uses a different version of fmt, which does not support FMT_VARIADIC so
make_args is used instead. On the other hand, yuzu uses fmt 4.1.0 which doesn't have make_args yet
so FMT_VARIADIC is used.
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Update Dialog from citra to yuzu
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Change Telemetry Names to yuzu and remove links to citra
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Fix build on OpenBSD
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Versions prior to this didn't compile on OpenBSD due to unconditional
use of the non-standard strtod_l() function.
The fmt::MemoryWriter API has been removed in the intervening
versions, so replace its use with fmt::memory_buffer and fmt::format_to.
The library also no longer provides the fmt::fmt ALIAS, so define
it in externals/CMakeLists.txt.
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swap{16,32,64} are defined as macros on the two, but client code
tries to invoke them as Common::swap{16,32,64}, which naturally
doesn't work. This hack redefines the macros as inline functions
in the Common namespace: the bodies of the functions are the
same as the original macros, but relying on OS-specific
implementation details like this is of course brittle.
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hid: Write empty touch screen state.
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Fix stack region, implement FSP GetSize/SetSize, and some stubs
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GPU: Implemented a gpu macro interpreter
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The Ryujinx macro interpreter and envydis were used as reference.
Macros are programs that are uploaded by the games during boot and can later be called by writing to their method id in a GPU command buffer.
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Add Dark Theme (And Theming in General + Icon Theming)
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configure_general.ui: Add UI Option for Themes
config.cpp: Save Theme Settings
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service: Initialize NFP service.
Log: Add NFP service as a log subtype.
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Avoids doing work that doesn't need to be done.
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main.h: Add pragma once, remove ifndef
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Add config for "Docked" mode and various settings cleanup
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Change comments from citra to yuzu
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Minor changes to VI, PL, HID, and AUDREN
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GPU: Added code to unswizzle textures and ported the surface viewer from citra
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TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
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Allow unswizzling of DXT1 textures.
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Tegra progress 2
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- Workaround for texture forwarding until we have a better place.
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FS: Implemented access to the SD card
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Note that the filter parameter is not yet implemented.
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Service/SSL: add ssl service
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Remove Option for N/3DS from default.ini
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GPU: Added vertex attrib format and triangle topology registers
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Port Citra OpenGL rasterizer code
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GPU: Added registers for color and Z buffers.
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Implement Pull #3184 from citra: core/arm: Improve timing accuracy before service calls in JIT (Rebased)
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vi: TransactParcel DequeueBuffer should wait current thread
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This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
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This macro binds the SSBO Info Buffer as the current ConstBuffer.
This buffer is usually bound to c0 during shader execution.
Games seem to use this macro instead of directly writing the address for some reason.
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Writing to this method will cause the written value to be stored in the currently-set ConstBuffer plus CB_POS.
This method is usually used to upload uniforms or other shader-visible data.
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This should reduce recompile times when editing the Maxwell3D register structure.
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It'll now set the CB_SIZE, CB_ADDRESS and CB_BIND registers when it's called.
Presumably this SetShader function is binding the constant shader uniforms to buffer 1 (c1[]).
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Register 0xE24 is actually a macro that sets some shader parameters in the register structure.
Macros are uploaded to the GPU at startup and have their own ISA, we'll probably write an interpreter for this in the future.
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GPU: Handle the SetShader method call (0xE24) and store the shader config.
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GPU: Process command mode 5 (IncreaseOnce) differently from other commands
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Accumulate all arguments before calling the desired method.
Note: Maybe we should do the same for the NonIncreasing mode?
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GPU: Added some shader-related registers.
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Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
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Make Dynarmic the default CPU core
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This is the register that gets written after a game calls DrawArrays().
We should collect all GPU state and draw using our graphics API here.
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FS: Make EnsureSaveData create the save data if it doesn't already exist.
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Vi: Signal the BufferQueue's Native Handle right after ReleaseBuffer is called
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This prevents a thread starvation issue in Puyo Puyo Tetris.
We should hwtest this behavior and figure out where exactly this event is signaled.
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Implemented the SaveData archive and MountSaveData.
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There may be many CodeSets per Process, so it's wasteful and overcomplicated to store the program id in each of them.
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* Removes the use of QKeySequence::Cancel to remove issues while running make
* Corrects characters in a line for travis failure
* Corrects space in a line for travis failure
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IPC: add domain header to response if only it exists in request
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UnmapSharedMemory
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C++11 requires spaces on the Identifier
Add inttypes include
clang
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Asdf
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Stub some functions
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time: Add missing time:s functions, used for libnx
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arm_dynarmic: Implement system registers and provide more hooks
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6b4c6b0 impl: Update PC when raising exception
7a1313a A64: Implement FDIV (vector)
b2d781d system: Raise exception for YIELD, WFE, WFI, SEV, SEVL
b277bf5 Correct FPSR and FPCR
7673933 A64: Implement USHL
8d0e558 A64: Implement UCVTF (vector, integer), scalar variant
da9a4f8 A64: Partially implement FCVTZU (scalar, fixed-point) and FCVTZS (scalar, fixed-point)
7479684 A64: Implement system register TPIDR_EL0
0fd75fd A64: Implement system registers FPCR and FPSR
31e370c A64: Implement system register CNTPCT_EL0
9a88fd3 A64: Implement system register CTR_EL0
1d16896 A64: Implement NEG (vector)
3184edf IR: Add IR instruction ZeroVector
31f8fbc emit_x64_floating_point: Add maybe_unused to preprocess parameter
567eb1a A64: Implement FMINNM (scalar)
c6d8fa1 A64: Implement FMAXNM (scalar)
616056d constant_pool: Add frame parameter
a3747cb A64: Implement ADDP (scalar)
5cd5d9f reg_alloc: Only exchange GPRs
dd0452a A64: Implement DUP (element), scalar variant
e5732ea emit_x64_floating_point: Correct FP{Max,Min}{32,64} implementations for -0/+0
40eb9c3 A64: Implement FMAX (scalar), FMIN (scalar)
7cef39b fuzz_with_unicorn: QEMU's implementation of FCVT is incorrect
826dce2 travis: Switch unicorn repository
9605f28 a64/config: Allow NaN emulation accuracy to be set
e9435bc a64_emit_x64: Add conf to A64EmitContext
30b596d fuzz_with_unicorn: Explicitly test floating point instructions
be292a8 A64: Implement FSQRT (scalar)
3c42d48 backend_x64: Accurately handle NaNs
4aefed0 fuzz_with_unicorn: Print AArch64 disassembly
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time: Add GetStandardLocalSystemClock, used by libnx
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Service/AOC: stub ListAddOnContent function
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Scheduler cleanup
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The values are still unknown and the function is still considered a stub.
Puyo Puyo Tetris now tries to call fsp-srv:MountSaveData.
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Kernel/IPC: Add a small delay after each SyncRequest to prevent thread starvation.
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Ported from citra PR #3091
The delay specified here is from a Nintendo 3DS, and should be measured in a Nintendo Switch.
This change is enough to prevent Puyo Puyo Tetris's main thread starvation.
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Make the fence handling in Vi a little less of a hack.
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Games like Puyo Puyo Tetris and BOTW seem to depend on the buffer always having the same handle
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This may break libnx homebrew due to a bug in libnx but is required by official games since they always assume that the buffer will be there.
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Refactor IPC buffer descriptor interface
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debugger: Fix wait_tree crash.
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core: Silence formatting specifier warnings
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GPU: Partially implemented the QUERY_* registers in the Maxwell3D engine.
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Only QueryMode::Write is supported at the moment.
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* audren_u: Schedule reoccuring event.
* audren_u: Stub GetAudioRenderersProcessMasterVolume, and misc. changes.
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| | | |
VI cleanup and add a hack for booting games
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|/| | |
Service/lm: add support to multiline logs
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| | | |
Stub RequestUpdateAudioRenderer, StartAudioRenderer and StopAudioRenderer
|
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|/| /
| |/ |
GPU: Added a command processor to decode the GPU pushbuffers and forward the commands to their respective engines
|
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| | |
Also moved the GPU MemoryManager class to video_core since it makes more sense for it to be there.
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- Another fix for libnx.
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Various fixes for libnx, etc.
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Changes: Primarily implementing more A64 instructions
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Stubs for HID, AM, and a mutex fix
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* FinishInitalize needed for 3.0.1+ games
* nvdrv:s and nvdrv:t both use NVDRV
* Most settings return 0 on hardware, disabled NV_MEMORY_PROFILER for now.
NVN_THROUGH_OPENGL & NVRM_GPU_PREVENT_USE are a few interesting settings to look at. Carefully choosing settings can help with drawing graphics later on
* Initial /dev/nvhost-gpu support
* ZCullBind
* Stubbed SetErrorNotifier
* Fixed SetErrorNotifier log, Added SetChannelPriority
* Allocate GPFIFO Ex2, Allocate Obj Ctx, Submit GPFIFO
* oops
* Fixed up naming/structs/enums. Used vector instead of array for "gpfifo_entry"
* Added missing fixes
* /dev/nvhost-ctrl-gpu
* unneeded struct
* Forgot u32 in enum class
* Automatic descriptor swapping for ioctls, fixed nvgpu_gpu_get_tpc_masks_args being incorrect size
* nvdrv#QueryEvent
* Renamed logs for nvdrv
* Refactor ioctl so nv_result isn't needed
* /dev/nvhost-as-gpu
* Fixed Log service naming, CtxObjects now u32, renamed all structs, added static_asserts to structs, used INSERT_PADDING_WORDS instead of u32s
* nvdevices now uses "Ioctl" union,
* IoctlGpfifoEntry now uses bit field
* final changes
|
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| | |
Don't call UNIMPLEMENTED for 'empty services', just return error code
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- This gets BOTW booting.
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| | |
Several SVC fixes and improvements
|
| | |
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|/ |
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| | |
controller: DuplicateSession should return a ClientSession.
|
| | |
|
|/ |
|
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|
| |
* Add AppletAE, step 1: move common interfaces to am.h
* Add AppletAE, step 2
|
|\
| |
| | |
vi::CreateStrayLayer : add padding to request
|
| | |
|
|\ \
| | |
| | | |
Services/vi: add vi:s and vi:u services
|
| |/ |
|
|\ \
| |/
|/| |
shared_memory: Only mark addresses as invalid if they are within the heap
|
| | |
|
|/
|
| |
sfdnsres: Add several stubs
|
|\
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| | |
memory: Replace all memory hooking with Special regions
|
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* Updated the audout:u and IAudioOut, now it might work with RetroArch without trigger an assert, however it's not the ideal implementation
* Updated the audout:u and IAudioOut, now it might work with RetroArch without trigger an assert, however it's not the ideal implementation
* audout:u OpenAudioOut implementation and IAudioOut cmd 1,2,3,4,5 implementation
* using an enum for audio_out_state as well as changing its initialize to member initializer list
* Minor fixes, added Service_Audio for LOG_*, changed PcmFormat enum to EnumClass
* Minor fixes, added Service_Audio for LOG_*, changed PcmFormat enum to EnumClass
* added missing Audio loggin subclass, minor fixes, clang comment breakline
* Solving backend logging conflict
* minor fix
* Fixed duplicated Service NVDRV in backend.cpp, my bad
|
| | |
|
| | |
|
| | |
|
|\ \
| | |
| | | |
IPC: Don't create unnecessary ports when returning sub interfaces.
|
| | | |
|
| | | |
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| | | |
|
|\ \ \
| |/ /
|/| | |
AppletOE: Stubbed CreateManagedDisplayLayer to create a new layer in the default display.
|
| | |
| | |
| | |
| | | |
This function is used by libnx to obtain a new layer.
|
| | |
| | |
| | |
| | | |
It'll be needed when we implement CreateManagedDisplayLayer.
|
| | |
| | |
| | |
| | | |
It is now created during Service initialization and passed to all the services that need it.
|
|\ \ \
| |/ /
|/| | |
Stub OpenAudioOut and fix a issue with HID IAppletResource
|
| | | |
|
|/ / |
|
| |
| |
| |
| |
| |
| | |
* stubs for audout:u, audin:u, audrec:u, audren:u, codecctl and decoding tables with nullptr for future implementations
* fixing the changes requested (remove private, explicit)
|
|\ \
| | |
| | | |
nvmap: Make IoctlCommands an enum class
|
| | |
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| | |
| | | |
This macro resolves to an empty macro in release builds.
|
| | |
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| | | |
Prevents the enum values from polluting the surrounding scope
|
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| | | |
* Added nvmemp, Added /dev/nvhost-ctrl, SetClientPID now stores pid
* used clang-format-3.9 instead
* lowercase pid
* Moved nvmemp handlers to cpp
* Removed unnecessary logging for NvOsGetConfigU32. Cleaned up log and changed to LOG_DEBUG
* using std::arrays instead of c arrays
* nvhost get config now uses std::array completely
* added pid logging back
* updated cmakelist
* missing includes
* added array, removed memcpy
* clang-format6.0
|
|\ \ \
| | | |
| | | | |
VI: Implement the Query transaction of IHOSBinderDriver, and stubbed some results.
|
| | |/
| |/| |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
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| | |
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| | | |
file_sys: Add factory class for RomFS file system.
|
| | | |
|
| | | |
|
| |/
|/| |
|
|\ \
| | |
| | | |
gdbstub: Update registers and sizes for aarch64
|
| |/
| |
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This gets gdbstub working at least to the point where clients can
communicate with it.
What works:
- Reading/writing GPRegs
- Reading/writing memory
- Interrupting the emulated program and continuing
What does NOT work:
- Breakpoints. Sizes have been updated to u64, but support will need to be
added in the interpreter for them to work.
- VRegs. Mostly because my gdb was having issues with 128-bit regs for
some reason. However, the current u128 representation is a bit
awkward to use and should probably be updated first.
|
|/
|
| |
Minor spelling error of its --> it's
|
|\
| |
| | |
Implement Pull #3275 from citra: core: Don't Shutdown before we've even Init-ed
|
| | |
|
|\ \
| | |
| | | |
Fix NRO entry point
|
| | | |
|
|\ \ \
| | | |
| | | | |
service/time: remove accidental #pragmas
|
| | | | |
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
Clang format as a build target
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
memory: Return false for large VAddr in IsValidVirtualAddress
|
| |/ / / |
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* Port citra #3352 to yuzu
This change allows non x86_64 architectures to compile yuzu by skipping the building of dynarmic
* Fixed clang-format errors
* fixes more clang-format errors
|
| | |
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| | | |
* Added svcCreateSharedMemory
* Services which are not implemented now throw UNIMPLEMENTED()
* clang-format
* changed perms to u32
* removed camelcase
|
| | |
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| | |
| | |
| | | |
* Fixes some cast warnings, partially fixes citra #3064
* Converted casts to uint32_t to u32
* Ran clang-format
|
|\ \ \
| | | |
| | | | |
ISelfController: Stub LockExit and UnlockExit
|
| | | | |
|
|/ / /
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| | |
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| | |
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| | | |
* Stubs for various acc:u0 funcs needed
* Stub for GetDesiredLanguage in IApplicationFunctions
* Add set service + stubs needed for games
* Fix formatting
* Implement IProfile, IManagerForApplication, return bool in CheckAvailability, style fixes
* Remove IProfile::Get(needs more research), fix IPC response sizes
|
|\ \ \
| | | |
| | | | |
Fix svcGetInfo for libnx
|
| | | | |
|
| | | | |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
time: Stub out GetTotalLocationNameCount and some cleanup.
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| | | | | |
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| | | | | |
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|/ / / / |
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|/ / / |
|
|\ \ \
| | | |
| | | | |
time: Refactor time:* to use a single shared module
|
| | | | |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
Port citra #3336
|
| | |/ /
| |/| | |
|
| | | | |
|
|/ / /
| | |
| | |
| | |
| | |
| | | |
* Rename verticalLayout_25 to verticalLayout_23.
* Rename almost all classes.
|
| | |
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| | |
| | |
| | |
| | |
| | |
| | | |
* Stub PopLaunchParameter and implement Buffer C Descriptors reading
* Address PR feedback
* Ensure we push a u64 not a size_t
* Fix formatting
|
| | |
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* bsd: start stubbing bsd:u and sfdnsres
* bsd: stubbed RegisterClient
* bsd: attempt to get past socket()
* bsd: fix some wrong assumptions about IPC
* bsd: fix format specifiers
* bsd: stubbed Connect()
* bsd: stubbed SendTo()
* made requested changes
* sockets: respect alphabetical order at service installation
* run clang-format
* bsd: start stubbing bsd:u and sfdnsres
* bsd: stubbed RegisterClient
* bsd: attempt to get past socket()
* bsd: fix some wrong assumptions about IPC
* bsd: fix format specifiers
* bsd: stubbed Connect()
* bsd: stubbed SendTo()
* made requested changes
* sockets: respect alphabetical order at service installation
* run clang-format
* run clang-format (2)
|
|\ \ \
| |/ /
|/| | |
lm: Minor logging fix to skip a byte.
|
| | | |
|
|\ \ \
| | | |
| | | | |
CMakeLists: Derive the source directory grouping from targets themselves
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Removes the need to store to separate SRC and HEADER variables, and then
construct the target in most cases.
|
|\ \ \ \
| | | | |
| | | | | |
svc: Minor clarity changes
|
| | | | |
| | | | |
| | | | |
| | | | | |
Makes the codebase a little more consistent with regards to available documentation. Also amends the duplicate case where there was a similar entry at 0x72 named ConnectToPort.
|
| |/ / /
| | | |
| | | |
| | | | |
Makes the table match SwitchBrew for these entries
|
|\ \ \ \
| | | | |
| | | | | |
vi: Minor clean up/correctness changes
|
| | | | |
| | | | |
| | | | |
| | | | | |
Prevents implicit conversions.
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
vi: Copy data directly into the std::vector within Parcel's ReadBlock function
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Previously this would unnecessarily zero-initialize the vector before
copying the actual data into the vector instance.
|
|\ \ \ \
| | | | |
| | | | | |
hotkeys: Add missing <QTreeWidgetItem> include
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
game_list: Add missing override specifier for KeyReleaseEater's eventFilter function
|
| |/ / / |
|
|\ \ \ \
| | | | |
| | | | | |
game_list: Amend doxygen parameter identifiers
|
| |/ / / |
|
|\ \ \ \
| |_|/ /
|/| | | |
telemetry: Silence initialization order warnings
|
| |/ / |
|
| | | |
|
|\ \ \
| | | |
| | | | |
input_common/sdl: Silence a -Wpessimizing-move warning
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
bootmanager: Minor tidiness/correctness changes
|
| |/ /
| | |
| | |
| | | |
Moved over from #3266 in citra.
|
|\ \ \
| |/ /
|/| | |
Fix NRO loading
|
| | | |
|
|\ \ \
| |/ /
|/| | |
Implement Pull #3093 from citra: Added missing headers to CMakeLists.txt and fixed includes.
|
| | | |
|
| | | |
|
|\ \ \
| | | |
| | | | |
TIME: consolidate time:* interfaces, stub functions and structs
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
* Update bootmanager.cpp
* This *should* fix the clang error
|
|/ / / |
|
|\ \ \
| | | |
| | | | |
Implement Pull #3295 from citra: citra_qt: CMakeLists: Drop leftover handling code for Qt 4 UI files
|
| |/ / |
|
|\ \ \
| | | |
| | | | |
Fix non translated string (same as Citra PR 2949)
|
| | | | |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
hid: Adjust timing based on actual hardware
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
nvdrv: stubbed Close(cmd 2)
|
| | | | | | |
|
| |_|_|_|/
|/| | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Implement Pull #3109 from citra: sdl2 default ini: fix framelimit
|
| |/ / / / |
|
|\ \ \ \ \
| |/ / / /
|/| | | | |
Implement IPC domain command CloseVirtualHandle
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| |/ / /
|/| | |
| | | | |
Core::System().GetInstance().IsPoweredOn() -> Core::System::GetInstance().IsPoweredOn()
|
|\ \ \ \
| |/ / /
|/| | | |
UI: Fix frame rate perf stats
|
| | | |
| | | |
| | | |
| | | | |
Adds in a missing EndGameFrame when nvdrv swaps buffers
|
|\ \ \ \
| |/ / /
|/| | | |
hid: Write to all layouts, implement circular buffers, set up controller metadata.
|
| | | | |
|
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| | | | |
# Conflicts:
# src/core/hle/service/am/applet_oe.cpp
# src/core/hle/service/apm/apm.cpp
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | | |
# Conflicts:
# src/core/hle/kernel/svc.cpp
|
| | | | |
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
added more svcGetInfo pairs for 3.0.0+ support, Changed HEAP_SIZE and TLS_AREA_VADDR. changed mem usage & heap usage stub added, ISelfController, IApplication function stubs. Added SetThreadCoreMask
|
| | | | | |
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|
| | | | | |
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
Implement Pull #3030 from Citra: Rename derivative class name
|
| |/ / /
| | | |
| | | | |
citra-qt: Rename derivative class name
|
|\ \ \ \
| | | | |
| | | | | |
Implement Pull #3052 from citra: Correct spelling of searchfield in comment
|
| | |_|/
| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
Implement Pull #3240 from Citra: Add button labels for sdl joystick mappings
|
| | | | | |
|
| | | | | |
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| |/| | |
|
|\ \ \ \
| | | | |
| | | | | |
nso: Modify .bss size calculation logic
|
| | |/ /
| |/| | |
|
| |/ /
|/| | |
|
|\ \ \
| |/ /
|/| | |
Build/Deploy Updates to Setup Nightly Builds
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
On MSVC if unicorn isn't found, fallback to bundled unicorn
On everything else, fallback to building unicorn in externals
Also fixes loading unicorn in msvc
|
| |/
| |
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| |
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| | |
Adds a cmake custom target that will build unicorn on first compile and
uses this in the build scripts as well. Updates Appveyor and Travis
build scripts to work with the new unicorn build, and updates the paths
to all of the different artifacts.
|
| | |
|
|\ \
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| | | |
Adding meumart's Citra SDL Joystick support. Citra PR #3116
|
| | | |
|
| | | |
|
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|/| |
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|
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Various fixes
|
| | |
|
| | |
|
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|
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|
|\ \
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|/| |
HID Sharedmem Impl Start
|
| | |
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|
|/ |
|
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| | |
Changed ICommonStateGetter::ReceiveMessage to allow further execution in games
|
| | |
|
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|
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Fixes #6.
|
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Implement "About" dialog
|
| | |
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| |
bc73004 a64_merge_interpret_blocks: Remove debug output
4e656ed tests/A64: Randomize PSTATE.<NZCV>
fd9530b A64: Optimization: Merge interpret blocks
3c9eb04 testenv: Use format constants
324f3fc tests/A64: Unicorn interface fixes
98ecbe7 tests/A64: Fuzz against unicorn
b1d38e7 tests/A64: Move TestEnvironment to own header
5218ad9 A64/data_processing_pcrel: bug: ADR{,P} instructions sign extend their immediate
b1a8c39 A64/data_processing_addsub: bug: {ADD,SUB}S (extended register) instructions write to ZR when d = 31
64827fb a64_emit_x64: bug: A64CallSupervisor trampled callee-save registers
1bfa04d emit_x64: bug: OP m/r64, imm32 form instructions sign-extend their immediate on x64
edadeea A64 inferface: Use two argument static_assert
9ab1304 A64: Add ExceptionRaised IR instruction
6843eed Update readme
7438d07 A64/translate: Add TranslateSingleInstruction function
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This prevents missing frames if the vblank fires between the DequeueBuffer and Wait(vsync) calls
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NVFlinger will call into the nvdisp_disp0 device to perform screen flips, bypassing the ioctl interface.
We now have the address of the framebuffer to draw, we just need to actually put it on the screen.
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Don't try to draw buffers that the guest application is using, only queued buffers are eligible for drawing.
Drawing actual pixels is still not implemented.
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The homebrew display test application now properly writes graphics data to the graphics buffer but we still don't have a way to compose the display layers.
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Also properly keep track of data in guest memory, this fixes managing the semaphore from userland.
It was found that Semaphores are actually Condition Variables, with Release(1) and Release(-1) being equivalent to notify_one and notify_all. We should change the name of the class to reflect this.
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* CoreTiming: New CoreTiming; Add Test for CoreTiming
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They should have 32 bits of padding after the error code now.
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Popping objects from the buffer is still not implemented.
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Service code now doesn't have to deal with this.
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Domain object ids are always stored immediately after the raw data.
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- This does not matter until we implement other kernel objects, mutexes use svcLockMutex for waiting.
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This is kinda crufty, but we need it for now to update guest state variables.
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# Conflicts:
# src/core/CMakeLists.txt
# src/core/arm/dynarmic/arm_dynarmic.cpp
# src/core/arm/dyncom/arm_dyncom.cpp
# src/core/hle/kernel/process.cpp
# src/core/hle/kernel/thread.cpp
# src/core/hle/kernel/thread.h
# src/core/hle/kernel/vm_manager.cpp
# src/core/loader/3dsx.cpp
# src/core/loader/elf.cpp
# src/core/loader/ncch.cpp
# src/core/memory.cpp
# src/core/memory.h
# src/core/memory_setup.h
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Remove more usages of GetPointer.
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file_sys/archive_ncch: use NCCHs/.apps instead of .romfs files, NCCH section override
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HLE/APT: Always set up the APT parameter when starting a library applet.
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Only use the HLE interface if an HLE applet with the desired id was started.
This commit reorganizes the APT code surrounding parameter creation and delivery to make it easier to support LLE applets in the future.
As future work, the HLE applet interface can be reworked to utilize the same facilities as the LLE interface.
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SharedMemory: Don't take over and unmap the source memory block when creating a shared memory, just reference it
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Also reference the right offset into the backing block for the requested address.
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Memory: Add overloads for ReadBlock and WriteBlock that operate on a specific process.
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Services/NIM: Implement CheckForSysUpdateEvent.
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Implementation verified by reverse engineering.
This lets the Home Menu boot without crashing on startup.
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Services/UDS: Handle the rest of the connection sequence.
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Implement PrepareToStartNewestHomeMenu and fixed an APT regression.
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As per 3dbrew:
"During Home Menu start-up it uses APT:PrepareToStartNewestHomeMenu. If that doesn't return an error(normally NS returns 0xC8A0CFFC for that), Home Menu starts a hardware reboot with APT:StartNewestHomeMenu etc. "
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We need to know what is being run so we can set the APT parameter destination AppId correctly.
Delaying the preparation of the parameter until we know which AppId is running lets us support booting both the Home Menu and normal game Applications.
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Kernel/Threads: When putting a thread to wait, specify a function to execute when it is awoken
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This change makes for a clearer (less confusing) path of execution in the scheduler, now the code to execute when a thread awakes is closer to the code that puts the thread to sleep (WaitSynch1, WaitSynchN). It also allows us to implement the special wake up behavior of ReplyAndReceive without hacking up WaitObject::WakeupAllWaitingThreads.
If savestates are desired in the future, we can change this implementation to one similar to the CoreTiming event system, where we first register the callback functions at startup and assign their identifiers to the Thread callback variable instead of directly assigning a lambda to the wake up callback variable.
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Loaders: Don't automatically set the current process every time we load an application.
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The loaders will now just create a Kernel::Process, construct it and return it to the caller, which is responsible for setting it as the current process and configuring the global page table.
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Don't automatically assume that Thread::Create will only be called when the parent process is currently scheduled. This assumption will be broken when applets or system modules are loaded.
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There is still an overload of IsValidVirtualAddress that only takes the VAddr and will default to the current process.
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Disable unary operator- on Math::Vec2/Vec3/Vec4 for unsigned types.
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It is unlikely we will ever use this without first doing a Cast to a signed type.
Fixes 9 "unary minus operator applied to unsigned type, result still unsigned" warnings on MSVC2017.3
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Memory/RasterizerCache: Ignore unmapped memory regions when caching physical regions
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Not all physical regions need to be mapped into the address space of every process, for example, system modules do not have a VRAM mapping.
This fixes a crash when loading applets and system modules.
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Audio: Use std::deque instead of std::vector for the audio buffer type (StereoBuffer16)
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The current code inserts and deletes elements from the beginning of the audio buffer, which is very inefficient in an std::vector.
Profiling was done using VisualStudio2017's Performance Analyzer in Super Mario 3D Land.
Before this change: AudioInterp::Linear had 14.14% of the runtime (inclusive) and most of that time was spent in std::vector's insert implementation.
After this change: AudioInterp::Linear has 0.36% of the runtime (inclusive)
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The loaders now register each loaded ROM with the SelfNCCH factory, which keeps the data around for the duration of the emulation session.
When opening the SelfNCCH archive, the factory queries the current program's programid and uses that as a key to the map that contains the NCCHData structure (RomFS, Icon, Banner, etc).
3dsx files do not have a programid and will use a default of 0 for this value, thus, only 1 3dsx file with RomFS is loadable at the same time.
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Switchable Page Tables
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Don't expose Memory::current_page_table as a global.
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Optimized Morton
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citra-qt: fix some untranslated strings
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HLE/SRV: Implemented RegisterService.
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Now system modules can do more than just crash immediately on startup.
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* loader/ncch: split NCCH parsing into its own file
* loader/ncch: add support for loading update NCCHs from the SD card
* loader/ncch: fix formatting
* file_sys/ncch_container: Return a value for OpenFile
* loader/ncch: cleanup, always instantiate overlay_ncch to base_ncch
* file_sys/ncch_container: better encryption checks, allow non-app NCCHs to load properly and for the existence of NCCH structures to be checked
* file_sys/ncch_container: pass filepath as a const reference
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* Services/UDS: Added a function to generate the EAPoL-Start packet body.
* Services/UDS: Added filter for beacons.
* Services/UDS: Lock a mutex when accessing connection_status from both the emulation and network thread.
* Services/UDS: Handle the Association Response frame and respond with the EAPoL-Start frame.
* fixup: make use of current_node, changed received_beacons into a list, mutex and assert corrections
* fixup: fix damn clang-format
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Before:
ucomiss xmm1, xmm1
jp .L9
pxor xmm2, xmm2
mov edx, 1
ucomiss xmm0, xmm2
setp al
cmovne eax, edx
test al, al
jne .L9
.L3:
movaps xmm0, xmm2
ret
.L9:
ucomiss xmm0, xmm0
jp .L10
pxor xmm2, xmm2
mov edx, 1
ucomiss xmm1, xmm2
setp al
cmovne eax, edx
test al, al
je .L3
After:
movaps xmm2, xmm1
mulss xmm2, xmm0
ucomiss xmm2, xmm2
jnp .L3
ucomiss xmm1, xmm0
jnp .L11
.L3:
movaps xmm0, xmm2
ret
.L11:
pxor xmm2, xmm2
jmp .L3
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GPU: Add draw for immediate and batch modes
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PR #1461 introduced a regression where some games would change configuration
even while in the poorly named "drawing" mode, which broke the heuristic
citra was using to determine when to draw the batch. This change adds
back in a draw call for batching, and also adds in a draw call in
immediate mode each time it adds a triangle.
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Fixed framebuffer warning
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Improved performance of FromAttributeBuffer
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Ternary operator is optimized by the compiler
whereas std::min() is meant to return a value.
I've noticed a 5%-10% emulation speed increase.
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* WebService: Verify username and token; Log errors in PostJson
* Fixup: added docstrings to the functions
* Webservice: Added Icons to the verification, imrpved error detection in cpr, fixup nits
* fixup: fmt warning
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Services/NS: Port ns:s to the new service framework.
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PICA: implement custom clip plane
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Kernel/Memory: Give each process its own page table and allow switching the current page table upon reschedule
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This fixes building the tests
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We were unnecessarily clearing the cache when going from Process A -> Idle -> Process A, this caused extreme performance regressions.
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The loader is in charge of setting the newly created process's page table as the main one during the loading process.
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APT: load different shared font depending on the region
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PICA: implemented geometry shader
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The geometry pipeline manages data transfer between VS, GS and primitive assembler. It has known four modes:
- no GS mode: sends VS output directly to the primitive assembler (what citra currently does)
- GS mode 0: sends VS output to GS input registers, and sends GS output to primitive assembler
- GS mode 1: sends VS output to GS uniform registers, and sends GS output to primitive assembler. It also takes an index from the index buffer at the beginning of each primitive for determine the primitive size.
- GS mode 2: similar to mode 1, but doesn't take the index and uses a fixed primitive size.
hwtest shows that immediate mode also supports GS (at least for mode 0), so the geometry pipeline gets refactored into its own class for supporting both drawing mode.
In the immediate mode, some games don't set the pipeline registers to a valid value until the first attribute input, so a geometry pipeline reset flag is set in `pipeline.vs_default_attributes_setup.index` trigger, and the actual pipeline reconfigure is triggered in the first attribute input.
In the normal drawing mode with index buffer, the vertex cache is a little bit modified to support the geometry pipeline. Instead of OutputVertex, it now holds AttributeBuffer, which is the input to the geometry pipeline. The AttributeBuffer->OutputVertex conversion is done inside the pipeline vertex handler. The actual hardware vertex cache is believed to be implemented in a similar way (because this is the only way that makes sense).
Both geometry pipeline and GS unit rely on states preservation across drawing call, so they are put into the global state. In the future, the other three vertex shader units should be also placed in the global state, and a scheduler should be implemented on top of the four units. Note that the current gs_unit already allows running VS on it in the future.
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hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
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Among four shader units in pica, a special unit can be configured to run both VS and GS program. GSUnitState represents this unit, which extends UnitState (which represents the other three normal units) with extra state for primitive emitting. It uses lots of raw pointers to represent internal structure in order to keep it standard layout type for JIT to access.
This unit doesn't handle triangle winding (inverting) itself; instead, it calls a WindingSetter handler. This will be explained in the following commits
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All the register meanings are derived from ctrulib (3dbrew is outdated for most of them)
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pica/lighting: only apply Fresnel factor for the last light
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Services/UDS: Handle beacon frames and the basic AP connection sequence frames.
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There is currently no stage tracking, a client is considered "Connected" when it receives the EAPoL Logoff packet from the server, this is not yet implemented.
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video_core: report telemetry for gas mode
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interpolate: Interpolate on a frame-by-frame basis
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SwRasterizer/Lighting: implement bump mapping
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Refactor touch input into a TouchDevice
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Use recursive_mutex instead of mutex to fix #2902
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Warnings: Fixed a few missing-return warnings in video_core.
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# This is the 1st commit message:
qt: Add web configuration tab.
# The commit message #2 will be skipped:
# fixup! qt: Add web configuration tab.
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* added a SidebySide Layout
* Reworked, so both screen have the same height and cleaned up screen translates.
* added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp
* delete the x64 files
* deleted ui_configure_graphics.h
* added Option for the Layout in the xml
* got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables
* changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down
* reworked intends :). changed function description for SideFrameLayout
* some description reworking
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Kernel/HLE: Use a mutex to synchronize access to the HLE kernel state between the cpu thread and any other possible threads that might touch the kernel (network thread, etc).
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This mutex is acquired in SVC::CallSVC, ie, as soon as the guest application enters the HLE kernel, and should be acquired by the aforementioned threads before modifying kernel structures.
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Kernel/Threads: Don't immediately switch to the new main thread when loading a new process.
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This is necessary for loading multiple processes at the same time.
The main thread will be automatically scheduled when necessary once the scheduler runs.
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Fixed some warnings in the core project.
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Fixes a few warnings.
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This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
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hwtested. Current implementation is the correct behavior
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SwRasterizer/Lighting: implement geometric factor
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Refactor MotionEmu into a InputDevice
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SwRasterizer/Lighting: implement spot light
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* Network: Set and send the game information over enet
Added Callbacks for RoomMember and GetMemberList to Room in preparation for web_services.
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dsp_dsp: Remove size assertion in LoadComponent
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Services/APT: Use an array to hold data about the 4 possible concurrent applet types (Application, Library, HomeMenu, System)
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This gives each applet type its own set of events as per the real NS module.
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Fix some spelling mistakes
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HID: zero unused PadState bits
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implicit tuple constructor is a c++17 thing, which is not supported by some not-so-old libraries. Play safe for now
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Update CryptoPP (byte ambiguity)
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Implement fragment lighting in the sw renderer (take 2)
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merging similar pattern. Also makes the code more similar to the gl one
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this was originally added to eliminate warnings on MSVC, but it doesn't work for custom types.
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pica: upload shared shader code & swizzle to both unit
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User pointed out on the Discord server that "nothave" is erroneously concatenated. Added a space to prevent it.
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pica/shader_interpreter: fix off-by-one in LOOP
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DynCom VFP tests
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Services/APT: Corrected the behavior of the Receive/Send/Glance/CancelParameter functions
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Misc shader debugger fixes
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gl_rasterizer: use texture buffer for proctex LUT
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gl_rasterizer_cache: fix using_depth_fb
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Add address conversion functions returning optional, Add function to flush virtual region from rasterizer cache
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This is slightly more ergonomic to use, correctly handles virtual
regions which are disjoint in physical addressing space, and checks only
regions which can be cached by the rasterizer.
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And fix a few places in the code to take advantage of that.
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citra-qt: UI Themes
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Enable data transfer over ENet
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load shared font from system archive
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Service/boss:P: Add some functions to FunctionTable
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Memory: Fix crash when unmapping a VMA covering cached surfaces
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Unmapping pages tries to flush any cached GPU surfaces touching that
region. When a cached page is invalidated, GetPointerFromVMA() is used
to restore the original pagetable pointer. However, since that VMA has
already been deleted, this hits an UNREACHABLE case in that function.
Now when this happens, just set the page type to Unmapped and continue,
which arrives at the correct end result.
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* Added support for network with ENet lib,
connecting is possible, but data can't be sent, yet.
* fixup! Added support for network with ENet lib,
* fixup! CLang
* fixup! Added support for network with ENet lib,
* fixup! Added support for network with ENet lib,
* fixup! Clang format
* More fixups!
* Moved ENetHost* and ENetPeer* into pimpl classes
* fixup! Moved ENetHost* and ENetPeer* into pimpl classes
* fixup! Clang again
* fixup! Moved ENetHost* and ENetPeer* into pimpl classes
* fixup! Moved ENetHost* and ENetPeer* into pimpl classes
* fixup! Moved ENetHost* and ENetPeer* into pimpl classes
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Kernel/SVC: Partially implemented svcReplyAndReceive
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It behaves mostly as WaitSynchronizationN with wait_all = false, except for IPC buffer translation.
The target thread of an IPC response will now wake up when responding.
IPC buffer translation is currently not implemented.
Error passing back to svcSendSyncRequest is currently not implemented.
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gpu: fix edge cases for TextureCopy
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gl_rasterizer: use texture buffer for fog LUT
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this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
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Services/UDS: Stub SendTo to generate the unencrypted data frames with the right headers
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The responsibility of encryption and encapsulation into an 802.11 MAC frame will fall into the callers of GenerateDataPayload.
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It is likely that these 4 bytes are actually a different header, part of some protocol that encapsulates the SecureData protocol.
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Set definition WIN32_LEAN_AND_MEAN to avoid windows.h including a lot of libs that are usually not used.
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The return parameters were flipped.
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Kernel: Implement CreateSession SVC
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Change default UI background from white to black.
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Kernel/IPC: Support translation of null handles
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Missed this in my first implementation. Thanks to @wwylele for pointing
out that this was missing.
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gl_rasterizer: fix lighting LUT interpolation
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Trivial no-op additions
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Remove ResultVal::MoveFrom
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Replace it with std::move(result_val).Unwrap(), or Foo().Unwrap() in
case you already have an rvalue.
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UDS: Added a hook for updating the connection status when a client connects to the network.
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